2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
29 #include "cl_collision.h"
32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
36 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
42 mempool_t *r_main_mempool;
43 rtexturepool_t *r_main_texturepool;
45 int r_textureframe = 0; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
47 static qboolean r_loadnormalmap;
48 static qboolean r_loadgloss;
50 static qboolean r_loaddds;
51 static qboolean r_savedds;
52 static qboolean r_gpuskeletal;
59 cvar_t r_motionblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
60 cvar_t r_damageblur = {CVAR_CLIENT | CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
61 cvar_t r_motionblur_averaging = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 cvar_t r_motionblur_minblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
64 cvar_t r_motionblur_maxblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 cvar_t r_motionblur_velocityfactor = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
66 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
67 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
68 cvar_t r_motionblur_mousefactor = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
69 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
70 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
72 cvar_t r_depthfirst = {CVAR_CLIENT | CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_CLIENT | CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {CVAR_CLIENT, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {CVAR_CLIENT, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {CVAR_CLIENT, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {CVAR_CLIENT, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {CVAR_CLIENT, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {CVAR_CLIENT, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_transparent_sortsurfacesbynearest = {CVAR_CLIENT, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {CVAR_CLIENT, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {CVAR_CLIENT, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {CVAR_CLIENT, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 cvar_t r_showbboxes_client = {CVAR_CLIENT, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
85 cvar_t r_showsurfaces = {CVAR_CLIENT, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
86 cvar_t r_showtris = {CVAR_CLIENT, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
87 cvar_t r_shownormals = {CVAR_CLIENT, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
88 cvar_t r_showlighting = {CVAR_CLIENT, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
89 cvar_t r_showcollisionbrushes = {CVAR_CLIENT, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 cvar_t r_showcollisionbrushes_polygonfactor = {CVAR_CLIENT, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
91 cvar_t r_showcollisionbrushes_polygonoffset = {CVAR_CLIENT, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
92 cvar_t r_showdisabledepthtest = {CVAR_CLIENT, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
93 cvar_t r_showspriteedges = {CVAR_CLIENT, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
94 cvar_t r_showparticleedges = {CVAR_CLIENT, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
95 cvar_t r_drawportals = {CVAR_CLIENT, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
96 cvar_t r_drawentities = {CVAR_CLIENT, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
97 cvar_t r_draw2d = {CVAR_CLIENT, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
98 cvar_t r_drawworld = {CVAR_CLIENT, "r_drawworld","1", "draw world (most static stuff)"};
99 cvar_t r_drawviewmodel = {CVAR_CLIENT, "r_drawviewmodel","1", "draw your weapon model"};
100 cvar_t r_drawexteriormodel = {CVAR_CLIENT, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
101 cvar_t r_cullentities_trace = {CVAR_CLIENT, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
102 cvar_t r_cullentities_trace_entityocclusion = {CVAR_CLIENT, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull"};
103 cvar_t r_cullentities_trace_samples = {CVAR_CLIENT, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
104 cvar_t r_cullentities_trace_tempentitysamples = {CVAR_CLIENT, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
105 cvar_t r_cullentities_trace_enlarge = {CVAR_CLIENT, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
106 cvar_t r_cullentities_trace_expand = {CVAR_CLIENT, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
107 cvar_t r_cullentities_trace_pad = {CVAR_CLIENT, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
108 cvar_t r_cullentities_trace_delay = {CVAR_CLIENT, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
109 cvar_t r_cullentities_trace_eyejitter = {CVAR_CLIENT, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
110 cvar_t r_sortentities = {CVAR_CLIENT, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
111 cvar_t r_speeds = {CVAR_CLIENT, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
112 cvar_t r_fullbright = {CVAR_CLIENT, "r_fullbright","0", "makes map very bright and renders faster"};
114 cvar_t r_fullbright_directed = {CVAR_CLIENT, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
115 cvar_t r_fullbright_directed_ambient = {CVAR_CLIENT, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
116 cvar_t r_fullbright_directed_diffuse = {CVAR_CLIENT, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
117 cvar_t r_fullbright_directed_pitch = {CVAR_CLIENT, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
118 cvar_t r_fullbright_directed_pitch_relative = {CVAR_CLIENT, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
120 cvar_t r_wateralpha = {CVAR_CLIENT | CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
121 cvar_t r_dynamic = {CVAR_CLIENT | CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
122 cvar_t r_fullbrights = {CVAR_CLIENT | CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
123 cvar_t r_shadows = {CVAR_CLIENT | CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
124 cvar_t r_shadows_darken = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
125 cvar_t r_shadows_throwdistance = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
126 cvar_t r_shadows_throwdirection = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
127 cvar_t r_shadows_drawafterrtlighting = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
128 cvar_t r_shadows_castfrombmodels = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
129 cvar_t r_shadows_focus = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
130 cvar_t r_shadows_shadowmapscale = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
131 cvar_t r_shadows_shadowmapbias = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
132 cvar_t r_q1bsp_skymasking = {CVAR_CLIENT, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
133 cvar_t r_polygonoffset_submodel_factor = {CVAR_CLIENT, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
134 cvar_t r_polygonoffset_submodel_offset = {CVAR_CLIENT, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
135 cvar_t r_polygonoffset_decals_factor = {CVAR_CLIENT, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
136 cvar_t r_polygonoffset_decals_offset = {CVAR_CLIENT, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
137 cvar_t r_fog_exp2 = {CVAR_CLIENT, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
138 cvar_t r_fog_clear = {CVAR_CLIENT, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
139 cvar_t r_drawfog = {CVAR_CLIENT | CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
140 cvar_t r_transparentdepthmasking = {CVAR_CLIENT | CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
141 cvar_t r_transparent_sortmindist = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
142 cvar_t r_transparent_sortmaxdist = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
143 cvar_t r_transparent_sortarraysize = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
144 cvar_t r_celshading = {CVAR_CLIENT | CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
145 cvar_t r_celoutlines = {CVAR_CLIENT | CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred)"};
147 cvar_t gl_fogenable = {CVAR_CLIENT, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
148 cvar_t gl_fogdensity = {CVAR_CLIENT, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
149 cvar_t gl_fogred = {CVAR_CLIENT, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
150 cvar_t gl_foggreen = {CVAR_CLIENT, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
151 cvar_t gl_fogblue = {CVAR_CLIENT, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
152 cvar_t gl_fogstart = {CVAR_CLIENT, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
153 cvar_t gl_fogend = {CVAR_CLIENT, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
154 cvar_t gl_skyclip = {CVAR_CLIENT, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
156 cvar_t r_texture_dds_load = {CVAR_CLIENT | CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
157 cvar_t r_texture_dds_save = {CVAR_CLIENT | CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
159 cvar_t r_textureunits = {CVAR_CLIENT, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
160 static cvar_t gl_combine = {CVAR_CLIENT | CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
161 static cvar_t r_glsl = {CVAR_CLIENT | CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
163 cvar_t r_usedepthtextures = {CVAR_CLIENT | CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
164 cvar_t r_viewfbo = {CVAR_CLIENT | CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
165 cvar_t r_rendertarget_debug = {CVAR_CLIENT, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
166 cvar_t r_viewscale = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
167 cvar_t r_viewscale_fpsscaling = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
168 cvar_t r_viewscale_fpsscaling_min = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
169 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
170 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
171 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
172 cvar_t r_viewscale_fpsscaling_target = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
174 cvar_t r_glsl_skeletal = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
175 cvar_t r_glsl_deluxemapping = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
176 cvar_t r_glsl_offsetmapping = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
177 cvar_t r_glsl_offsetmapping_steps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
178 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
179 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
180 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
181 cvar_t r_glsl_offsetmapping_scale = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
182 cvar_t r_glsl_offsetmapping_lod = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
183 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
184 cvar_t r_glsl_postprocess = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
185 cvar_t r_glsl_postprocess_uservec1 = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
186 cvar_t r_glsl_postprocess_uservec2 = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
187 cvar_t r_glsl_postprocess_uservec3 = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
188 cvar_t r_glsl_postprocess_uservec4 = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
189 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
190 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
191 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
192 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
193 cvar_t r_colorfringe = {CVAR_CLIENT | CVAR_SAVE, "r_colorfringe", "0", "Chromatic aberration. Values higher than 0.025 will noticeably distort the image"};
195 cvar_t r_water = {CVAR_CLIENT | CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
196 cvar_t r_water_cameraentitiesonly = {CVAR_CLIENT | CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
197 cvar_t r_water_clippingplanebias = {CVAR_CLIENT | CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
198 cvar_t r_water_resolutionmultiplier = {CVAR_CLIENT | CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
199 cvar_t r_water_refractdistort = {CVAR_CLIENT | CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
200 cvar_t r_water_reflectdistort = {CVAR_CLIENT | CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
201 cvar_t r_water_scissormode = {CVAR_CLIENT, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
202 cvar_t r_water_lowquality = {CVAR_CLIENT, "r_water_lowquality", "0", "special option to accelerate water rendering: 1 disables all dynamic lights, 2 disables particles too"};
203 cvar_t r_water_hideplayer = {CVAR_CLIENT | CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
205 cvar_t r_lerpsprites = {CVAR_CLIENT | CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
206 cvar_t r_lerpmodels = {CVAR_CLIENT | CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
207 cvar_t r_nolerp_list = {CVAR_CLIENT | CVAR_SAVE, "r_nolerp_list", "progs/v_nail.mdl,progs/v_nail2.mdl,progs/flame.mdl,progs/flame2.mdl,progs/braztall.mdl,progs/brazshrt.mdl,progs/longtrch.mdl,progs/flame_pyre.mdl,progs/v_saw.mdl,progs/v_xfist.mdl,progs/h2stuff/newfire.mdl", "comma separated list of models that will not have their animations smoothed"};
208 cvar_t r_lerplightstyles = {CVAR_CLIENT | CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
209 cvar_t r_waterscroll = {CVAR_CLIENT | CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
211 cvar_t r_bloom = {CVAR_CLIENT | CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
212 cvar_t r_bloom_colorscale = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
214 cvar_t r_bloom_brighten = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
215 cvar_t r_bloom_blur = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
216 cvar_t r_bloom_resolution = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
217 cvar_t r_bloom_colorexponent = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
218 cvar_t r_bloom_colorsubtract = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
219 cvar_t r_bloom_scenebrightness = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
221 cvar_t r_hdr_scenebrightness = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
222 cvar_t r_hdr_glowintensity = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
223 cvar_t r_hdr_irisadaptation = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
224 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
225 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
226 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
227 cvar_t r_hdr_irisadaptation_value = {CVAR_CLIENT, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
228 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
229 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
230 cvar_t r_hdr_irisadaptation_radius = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
232 cvar_t r_smoothnormals_areaweighting = {CVAR_CLIENT, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
234 cvar_t developer_texturelogging = {CVAR_CLIENT, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
236 cvar_t gl_lightmaps = {CVAR_CLIENT, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
238 cvar_t r_test = {CVAR_CLIENT, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
240 cvar_t r_batch_multidraw = {CVAR_CLIENT | CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
241 cvar_t r_batch_multidraw_mintriangles = {CVAR_CLIENT | CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
242 cvar_t r_batch_debugdynamicvertexpath = {CVAR_CLIENT | CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
243 cvar_t r_batch_dynamicbuffer = {CVAR_CLIENT | CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
245 cvar_t r_glsl_saturation = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
246 cvar_t r_glsl_saturation_redcompensate = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
248 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
250 cvar_t r_framedatasize = {CVAR_CLIENT | CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
251 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
253 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
254 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
255 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
256 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
259 extern cvar_t v_glslgamma_2d;
261 extern qboolean v_flipped_state;
263 r_framebufferstate_t r_fb;
265 /// shadow volume bsp struct with automatically growing nodes buffer
268 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
270 rtexture_t *r_texture_blanknormalmap;
271 rtexture_t *r_texture_white;
272 rtexture_t *r_texture_grey128;
273 rtexture_t *r_texture_black;
274 rtexture_t *r_texture_notexture;
275 rtexture_t *r_texture_whitecube;
276 rtexture_t *r_texture_normalizationcube;
277 rtexture_t *r_texture_fogattenuation;
278 rtexture_t *r_texture_fogheighttexture;
279 rtexture_t *r_texture_gammaramps;
280 unsigned int r_texture_gammaramps_serial;
281 //rtexture_t *r_texture_fogintensity;
282 rtexture_t *r_texture_reflectcube;
284 // TODO: hash lookups?
285 typedef struct cubemapinfo_s
292 int r_texture_numcubemaps;
293 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
295 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
296 unsigned int r_numqueries;
297 unsigned int r_maxqueries;
299 typedef struct r_qwskincache_s
301 char name[MAX_QPATH];
302 skinframe_t *skinframe;
306 static r_qwskincache_t *r_qwskincache;
307 static int r_qwskincache_size;
309 /// vertex coordinates for a quad that covers the screen exactly
310 extern const float r_screenvertex3f[12];
311 const float r_screenvertex3f[12] =
319 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
322 for (i = 0;i < verts;i++)
333 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
336 for (i = 0;i < verts;i++)
346 // FIXME: move this to client?
349 if (gamemode == GAME_NEHAHRA)
351 Cvar_Set(&cvars_all, "gl_fogenable", "0");
352 Cvar_Set(&cvars_all, "gl_fogdensity", "0.2");
353 Cvar_Set(&cvars_all, "gl_fogred", "0.3");
354 Cvar_Set(&cvars_all, "gl_foggreen", "0.3");
355 Cvar_Set(&cvars_all, "gl_fogblue", "0.3");
357 r_refdef.fog_density = 0;
358 r_refdef.fog_red = 0;
359 r_refdef.fog_green = 0;
360 r_refdef.fog_blue = 0;
361 r_refdef.fog_alpha = 1;
362 r_refdef.fog_start = 0;
363 r_refdef.fog_end = 16384;
364 r_refdef.fog_height = 1<<30;
365 r_refdef.fog_fadedepth = 128;
366 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
369 static void R_BuildBlankTextures(void)
371 unsigned char data[4];
372 data[2] = 128; // normal X
373 data[1] = 128; // normal Y
374 data[0] = 255; // normal Z
375 data[3] = 255; // height
376 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
381 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
386 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
391 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
394 static void R_BuildNoTexture(void)
397 unsigned char pix[16][16][4];
398 // this makes a light grey/dark grey checkerboard texture
399 for (y = 0;y < 16;y++)
401 for (x = 0;x < 16;x++)
403 if ((y < 8) ^ (x < 8))
419 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
422 static void R_BuildWhiteCube(void)
424 unsigned char data[6*1*1*4];
425 memset(data, 255, sizeof(data));
426 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
429 static void R_BuildNormalizationCube(void)
433 vec_t s, t, intensity;
436 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
437 for (side = 0;side < 6;side++)
439 for (y = 0;y < NORMSIZE;y++)
441 for (x = 0;x < NORMSIZE;x++)
443 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
444 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
479 intensity = 127.0f / sqrt(DotProduct(v, v));
480 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
481 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
482 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
483 data[((side*64+y)*64+x)*4+3] = 255;
487 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
491 static void R_BuildFogTexture(void)
495 unsigned char data1[FOGWIDTH][4];
496 //unsigned char data2[FOGWIDTH][4];
499 r_refdef.fogmasktable_start = r_refdef.fog_start;
500 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
501 r_refdef.fogmasktable_range = r_refdef.fogrange;
502 r_refdef.fogmasktable_density = r_refdef.fog_density;
504 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
505 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
507 d = (x * r - r_refdef.fogmasktable_start);
508 if(developer_extra.integer)
509 Con_DPrintf("%f ", d);
511 if (r_fog_exp2.integer)
512 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
514 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
515 if(developer_extra.integer)
516 Con_DPrintf(" : %f ", alpha);
517 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
518 if(developer_extra.integer)
519 Con_DPrintf(" = %f\n", alpha);
520 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
523 for (x = 0;x < FOGWIDTH;x++)
525 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
530 //data2[x][0] = 255 - b;
531 //data2[x][1] = 255 - b;
532 //data2[x][2] = 255 - b;
535 if (r_texture_fogattenuation)
537 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
538 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
542 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
543 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
547 static void R_BuildFogHeightTexture(void)
549 unsigned char *inpixels;
557 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
558 if (r_refdef.fogheighttexturename[0])
559 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
562 r_refdef.fog_height_tablesize = 0;
563 if (r_texture_fogheighttexture)
564 R_FreeTexture(r_texture_fogheighttexture);
565 r_texture_fogheighttexture = NULL;
566 if (r_refdef.fog_height_table2d)
567 Mem_Free(r_refdef.fog_height_table2d);
568 r_refdef.fog_height_table2d = NULL;
569 if (r_refdef.fog_height_table1d)
570 Mem_Free(r_refdef.fog_height_table1d);
571 r_refdef.fog_height_table1d = NULL;
575 r_refdef.fog_height_tablesize = size;
576 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
577 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
578 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
580 // LadyHavoc: now the magic - what is that table2d for? it is a cooked
581 // average fog color table accounting for every fog layer between a point
582 // and the camera. (Note: attenuation is handled separately!)
583 for (y = 0;y < size;y++)
585 for (x = 0;x < size;x++)
591 for (j = x;j <= y;j++)
593 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
599 for (j = x;j >= y;j--)
601 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
606 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
607 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
608 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
609 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
612 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
615 //=======================================================================================================================================================
617 static const char *builtinshaderstrings[] =
619 #include "shader_glsl.h"
623 //=======================================================================================================================================================
625 typedef struct shaderpermutationinfo_s
630 shaderpermutationinfo_t;
632 typedef struct shadermodeinfo_s
634 const char *sourcebasename;
635 const char *extension;
636 const char **builtinshaderstrings;
645 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
646 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
648 {"#define USEDIFFUSE\n", " diffuse"},
649 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
650 {"#define USEVIEWTINT\n", " viewtint"},
651 {"#define USECOLORMAPPING\n", " colormapping"},
652 {"#define USESATURATION\n", " saturation"},
653 {"#define USEFOGINSIDE\n", " foginside"},
654 {"#define USEFOGOUTSIDE\n", " fogoutside"},
655 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
656 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
657 {"#define USEGAMMARAMPS\n", " gammaramps"},
658 {"#define USECUBEFILTER\n", " cubefilter"},
659 {"#define USEGLOW\n", " glow"},
660 {"#define USEBLOOM\n", " bloom"},
661 {"#define USESPECULAR\n", " specular"},
662 {"#define USEPOSTPROCESSING\n", " postprocessing"},
663 {"#define USEREFLECTION\n", " reflection"},
664 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
665 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
666 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
667 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
668 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
669 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
670 {"#define USEALPHAKILL\n", " alphakill"},
671 {"#define USEREFLECTCUBE\n", " reflectcube"},
672 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
673 {"#define USEBOUNCEGRID\n", " bouncegrid"},
674 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
675 {"#define USETRIPPY\n", " trippy"},
676 {"#define USEDEPTHRGB\n", " depthrgb"},
677 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
678 {"#define USESKELETAL\n", " skeletal"},
679 {"#define USEOCCLUDE\n", " occlude"}
682 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
683 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
685 // SHADERLANGUAGE_GLSL
687 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
688 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
689 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
690 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
691 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
692 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
693 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
694 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
695 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
696 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
697 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTGRID\n", " lightgrid"},
698 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
699 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
700 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
701 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
702 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
703 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
707 struct r_glsl_permutation_s;
708 typedef struct r_glsl_permutation_s
711 struct r_glsl_permutation_s *hashnext;
713 uint64_t permutation;
715 /// indicates if we have tried compiling this permutation already
717 /// 0 if compilation failed
719 // texture units assigned to each detected uniform
720 int tex_Texture_First;
721 int tex_Texture_Second;
722 int tex_Texture_GammaRamps;
723 int tex_Texture_Normal;
724 int tex_Texture_Color;
725 int tex_Texture_Gloss;
726 int tex_Texture_Glow;
727 int tex_Texture_SecondaryNormal;
728 int tex_Texture_SecondaryColor;
729 int tex_Texture_SecondaryGloss;
730 int tex_Texture_SecondaryGlow;
731 int tex_Texture_Pants;
732 int tex_Texture_Shirt;
733 int tex_Texture_FogHeightTexture;
734 int tex_Texture_FogMask;
735 int tex_Texture_LightGrid;
736 int tex_Texture_Lightmap;
737 int tex_Texture_Deluxemap;
738 int tex_Texture_Attenuation;
739 int tex_Texture_Cube;
740 int tex_Texture_Refraction;
741 int tex_Texture_Reflection;
742 int tex_Texture_ShadowMap2D;
743 int tex_Texture_CubeProjection;
744 int tex_Texture_ScreenNormalMap;
745 int tex_Texture_ScreenDiffuse;
746 int tex_Texture_ScreenSpecular;
747 int tex_Texture_ReflectMask;
748 int tex_Texture_ReflectCube;
749 int tex_Texture_BounceGrid;
750 /// locations of detected uniforms in program object, or -1 if not found
751 int loc_Texture_First;
752 int loc_Texture_Second;
753 int loc_Texture_GammaRamps;
754 int loc_Texture_Normal;
755 int loc_Texture_Color;
756 int loc_Texture_Gloss;
757 int loc_Texture_Glow;
758 int loc_Texture_SecondaryNormal;
759 int loc_Texture_SecondaryColor;
760 int loc_Texture_SecondaryGloss;
761 int loc_Texture_SecondaryGlow;
762 int loc_Texture_Pants;
763 int loc_Texture_Shirt;
764 int loc_Texture_FogHeightTexture;
765 int loc_Texture_FogMask;
766 int loc_Texture_LightGrid;
767 int loc_Texture_Lightmap;
768 int loc_Texture_Deluxemap;
769 int loc_Texture_Attenuation;
770 int loc_Texture_Cube;
771 int loc_Texture_Refraction;
772 int loc_Texture_Reflection;
773 int loc_Texture_ShadowMap2D;
774 int loc_Texture_CubeProjection;
775 int loc_Texture_ScreenNormalMap;
776 int loc_Texture_ScreenDiffuse;
777 int loc_Texture_ScreenSpecular;
778 int loc_Texture_ReflectMask;
779 int loc_Texture_ReflectCube;
780 int loc_Texture_BounceGrid;
782 int loc_BloomBlur_Parameters;
784 int loc_Color_Ambient;
785 int loc_Color_Diffuse;
786 int loc_Color_Specular;
790 int loc_DeferredColor_Ambient;
791 int loc_DeferredColor_Diffuse;
792 int loc_DeferredColor_Specular;
793 int loc_DeferredMod_Diffuse;
794 int loc_DeferredMod_Specular;
795 int loc_DistortScaleRefractReflect;
798 int loc_FogHeightFade;
800 int loc_FogPlaneViewDist;
801 int loc_FogRangeRecip;
804 int loc_LightGridMatrix;
805 int loc_LightGridNormalMatrix;
806 int loc_LightPosition;
807 int loc_OffsetMapping_ScaleSteps;
808 int loc_OffsetMapping_LodDistance;
809 int loc_OffsetMapping_Bias;
811 int loc_ReflectColor;
812 int loc_ReflectFactor;
813 int loc_ReflectOffset;
814 int loc_RefractColor;
816 int loc_ScreenCenterRefractReflect;
817 int loc_ScreenScaleRefractReflect;
818 int loc_ScreenToDepth;
819 int loc_ShadowMap_Parameters;
820 int loc_ShadowMap_TextureScale;
821 int loc_SpecularPower;
822 int loc_Skeletal_Transform12;
828 int loc_ViewTintColor;
830 int loc_ModelToLight;
832 int loc_BackgroundTexMatrix;
833 int loc_ModelViewProjectionMatrix;
834 int loc_ModelViewMatrix;
835 int loc_PixelToScreenTexCoord;
836 int loc_ModelToReflectCube;
837 int loc_ShadowMapMatrix;
838 int loc_BloomColorSubtract;
839 int loc_NormalmapScrollBlend;
840 int loc_BounceGridMatrix;
841 int loc_BounceGridIntensity;
842 /// uniform block bindings
843 int ubibind_Skeletal_Transform12_UniformBlock;
844 /// uniform block indices
845 int ubiloc_Skeletal_Transform12_UniformBlock;
847 r_glsl_permutation_t;
849 #define SHADERPERMUTATION_HASHSIZE 256
852 // non-degradable "lightweight" shader parameters to keep the permutations simpler
853 // these can NOT degrade! only use for simple stuff
856 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
857 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
858 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
859 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
860 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
861 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
862 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
863 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
864 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
865 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
866 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
867 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
868 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
869 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
871 #define SHADERSTATICPARMS_COUNT 14
873 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
874 static int shaderstaticparms_count = 0;
876 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
877 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
879 extern qboolean r_shadow_shadowmapsampler;
880 extern int r_shadow_shadowmappcf;
881 qboolean R_CompileShader_CheckStaticParms(void)
883 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
884 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
885 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
888 if (r_glsl_saturation_redcompensate.integer)
889 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
890 if (r_glsl_vertextextureblend_usebothalphas.integer)
891 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
892 if (r_shadow_glossexact.integer)
893 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
894 if (r_glsl_postprocess.integer)
896 if (r_glsl_postprocess_uservec1_enable.integer)
897 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
898 if (r_glsl_postprocess_uservec2_enable.integer)
899 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
900 if (r_glsl_postprocess_uservec3_enable.integer)
901 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
902 if (r_glsl_postprocess_uservec4_enable.integer)
903 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
906 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
907 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
908 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
910 if (r_shadow_shadowmapsampler)
911 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
912 if (r_shadow_shadowmappcf > 1)
913 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
914 else if (r_shadow_shadowmappcf)
915 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
916 if (r_celshading.integer)
917 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
918 if (r_celoutlines.integer)
919 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
921 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
924 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
925 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
926 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
928 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
929 static void R_CompileShader_AddStaticParms(unsigned int mode, uint64_t permutation)
931 shaderstaticparms_count = 0;
934 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
935 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
936 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
937 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
938 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
939 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
940 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
941 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
942 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
943 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
944 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
945 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
946 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
947 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
950 /// information about each possible shader permutation
951 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
952 /// currently selected permutation
953 r_glsl_permutation_t *r_glsl_permutation;
954 /// storage for permutations linked in the hash table
955 memexpandablearray_t r_glsl_permutationarray;
957 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, uint64_t permutation)
959 //unsigned int hashdepth = 0;
960 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
961 r_glsl_permutation_t *p;
962 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
964 if (p->mode == mode && p->permutation == permutation)
966 //if (hashdepth > 10)
967 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
972 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
974 p->permutation = permutation;
975 p->hashnext = r_glsl_permutationhash[mode][hashindex];
976 r_glsl_permutationhash[mode][hashindex] = p;
977 //if (hashdepth > 10)
978 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
982 static char *R_ShaderStrCat(const char **strings)
985 const char **p = strings;
988 for (p = strings;(t = *p);p++)
991 s = string = (char *)Mem_Alloc(r_main_mempool, len);
993 for (p = strings;(t = *p);p++)
1003 static char *R_ShaderStrCat(const char **strings);
1004 static void R_InitShaderModeInfo(void)
1007 shadermodeinfo_t *modeinfo;
1008 // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
1009 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
1011 for (i = 0; i < SHADERMODE_COUNT; i++)
1013 char filename[MAX_QPATH];
1014 modeinfo = &shadermodeinfo[language][i];
1015 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1016 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1017 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1018 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1023 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
1026 // if the mode has no filename we have to return the builtin string
1027 if (builtinonly || !modeinfo->filename)
1028 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1029 // note that FS_LoadFile appends a 0 byte to make it a valid string
1030 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1033 if (printfromdisknotice)
1034 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1035 return shaderstring;
1037 // fall back to builtinstring
1038 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1041 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, uint64_t permutation)
1046 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1048 char permutationname[256];
1049 int vertstrings_count = 0;
1050 int geomstrings_count = 0;
1051 int fragstrings_count = 0;
1052 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1053 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1054 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1061 permutationname[0] = 0;
1062 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1064 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1066 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1067 if(vid.support.glshaderversion >= 140)
1069 vertstrings_list[vertstrings_count++] = "#version 140\n";
1070 geomstrings_list[geomstrings_count++] = "#version 140\n";
1071 fragstrings_list[fragstrings_count++] = "#version 140\n";
1072 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1073 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1074 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1076 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1077 else if(vid.support.glshaderversion >= 130)
1079 vertstrings_list[vertstrings_count++] = "#version 130\n";
1080 geomstrings_list[geomstrings_count++] = "#version 130\n";
1081 fragstrings_list[fragstrings_count++] = "#version 130\n";
1082 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1083 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1084 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1086 // if we can do #version 120, we should (this adds the invariant keyword)
1087 else if(vid.support.glshaderversion >= 120)
1089 vertstrings_list[vertstrings_count++] = "#version 120\n";
1090 geomstrings_list[geomstrings_count++] = "#version 120\n";
1091 fragstrings_list[fragstrings_count++] = "#version 120\n";
1092 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1093 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1094 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1096 // GLES also adds several things from GLSL120
1097 switch(vid.renderpath)
1099 case RENDERPATH_GLES2:
1100 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1101 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1102 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1108 // the first pretext is which type of shader to compile as
1109 // (later these will all be bound together as a program object)
1110 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1111 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1112 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1114 // the second pretext is the mode (for example a light source)
1115 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1116 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1117 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1118 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1120 // now add all the permutation pretexts
1121 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1123 if (permutation & (1ll<<i))
1125 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1126 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1127 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1128 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1132 // keep line numbers correct
1133 vertstrings_list[vertstrings_count++] = "\n";
1134 geomstrings_list[geomstrings_count++] = "\n";
1135 fragstrings_list[fragstrings_count++] = "\n";
1140 R_CompileShader_AddStaticParms(mode, permutation);
1141 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1142 vertstrings_count += shaderstaticparms_count;
1143 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1144 geomstrings_count += shaderstaticparms_count;
1145 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1146 fragstrings_count += shaderstaticparms_count;
1148 // now append the shader text itself
1149 vertstrings_list[vertstrings_count++] = sourcestring;
1150 geomstrings_list[geomstrings_count++] = sourcestring;
1151 fragstrings_list[fragstrings_count++] = sourcestring;
1153 // we don't currently use geometry shaders for anything, so just empty the list
1154 geomstrings_count = 0;
1156 // compile the shader program
1157 if (vertstrings_count + geomstrings_count + fragstrings_count)
1158 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1162 qglUseProgram(p->program);CHECKGLERROR
1163 // look up all the uniform variable names we care about, so we don't
1164 // have to look them up every time we set them
1169 GLint activeuniformindex = 0;
1170 GLint numactiveuniforms = 0;
1171 char uniformname[128];
1172 GLsizei uniformnamelength = 0;
1173 GLint uniformsize = 0;
1174 GLenum uniformtype = 0;
1175 memset(uniformname, 0, sizeof(uniformname));
1176 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1177 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1178 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1180 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1181 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1186 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1187 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1188 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1189 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1190 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1191 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1192 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1193 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1194 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1195 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1196 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1197 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1198 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1199 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1200 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1201 p->loc_Texture_LightGrid = qglGetUniformLocation(p->program, "Texture_LightGrid");
1202 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1203 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1204 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1205 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1206 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1207 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1208 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1209 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1210 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1211 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1212 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1213 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1214 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1215 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1216 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1217 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1218 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1219 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1220 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1221 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1222 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1223 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1224 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1225 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1226 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1227 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1228 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1229 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1230 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1231 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1232 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1233 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1234 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1235 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1236 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1237 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1238 p->loc_LightGridMatrix = qglGetUniformLocation(p->program, "LightGridMatrix");
1239 p->loc_LightGridNormalMatrix = qglGetUniformLocation(p->program, "LightGridNormalMatrix");
1240 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1241 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1242 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1243 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1244 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1245 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1246 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1247 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1248 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1249 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1250 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1251 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1252 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1253 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1254 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1255 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1256 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1257 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1258 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1259 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1260 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1261 p->loc_ColorFringe = qglGetUniformLocation(p->program, "ColorFringe");
1262 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1263 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1264 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1265 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1266 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1267 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1268 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1269 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1270 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1271 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1272 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1273 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1274 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1275 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1276 // initialize the samplers to refer to the texture units we use
1277 p->tex_Texture_First = -1;
1278 p->tex_Texture_Second = -1;
1279 p->tex_Texture_GammaRamps = -1;
1280 p->tex_Texture_Normal = -1;
1281 p->tex_Texture_Color = -1;
1282 p->tex_Texture_Gloss = -1;
1283 p->tex_Texture_Glow = -1;
1284 p->tex_Texture_SecondaryNormal = -1;
1285 p->tex_Texture_SecondaryColor = -1;
1286 p->tex_Texture_SecondaryGloss = -1;
1287 p->tex_Texture_SecondaryGlow = -1;
1288 p->tex_Texture_Pants = -1;
1289 p->tex_Texture_Shirt = -1;
1290 p->tex_Texture_FogHeightTexture = -1;
1291 p->tex_Texture_FogMask = -1;
1292 p->tex_Texture_LightGrid = -1;
1293 p->tex_Texture_Lightmap = -1;
1294 p->tex_Texture_Deluxemap = -1;
1295 p->tex_Texture_Attenuation = -1;
1296 p->tex_Texture_Cube = -1;
1297 p->tex_Texture_Refraction = -1;
1298 p->tex_Texture_Reflection = -1;
1299 p->tex_Texture_ShadowMap2D = -1;
1300 p->tex_Texture_CubeProjection = -1;
1301 p->tex_Texture_ScreenNormalMap = -1;
1302 p->tex_Texture_ScreenDiffuse = -1;
1303 p->tex_Texture_ScreenSpecular = -1;
1304 p->tex_Texture_ReflectMask = -1;
1305 p->tex_Texture_ReflectCube = -1;
1306 p->tex_Texture_BounceGrid = -1;
1307 // bind the texture samplers in use
1309 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1310 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1311 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1312 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1313 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1314 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1315 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1316 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1317 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1318 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1319 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1320 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1321 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1322 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1323 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1324 if (p->loc_Texture_LightGrid >= 0) {p->tex_Texture_LightGrid = sampler;qglUniform1i(p->loc_Texture_LightGrid , sampler);sampler++;}
1325 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1326 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1327 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1328 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1329 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1330 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1331 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1332 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1333 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1334 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1335 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1336 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1337 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1338 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1339 // get the uniform block indices so we can bind them
1340 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1341 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1342 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1344 // clear the uniform block bindings
1345 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1346 // bind the uniform blocks in use
1348 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1349 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1351 // we're done compiling and setting up the shader, at least until it is used
1353 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1356 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1360 Mem_Free(sourcestring);
1363 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, uint64_t permutation)
1365 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1366 if (r_glsl_permutation != perm)
1368 r_glsl_permutation = perm;
1369 if (!r_glsl_permutation->program)
1371 if (!r_glsl_permutation->compiled)
1373 Con_DPrintf("Compiling shader mode %u permutation %" PRIx64 "\n", mode, permutation);
1374 R_GLSL_CompilePermutation(perm, mode, permutation);
1376 if (!r_glsl_permutation->program)
1378 // remove features until we find a valid permutation
1380 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1382 // reduce i more quickly whenever it would not remove any bits
1383 uint64_t j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1384 if (!(permutation & j))
1387 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1388 if (!r_glsl_permutation->compiled)
1389 R_GLSL_CompilePermutation(perm, mode, permutation);
1390 if (r_glsl_permutation->program)
1393 if (i >= SHADERPERMUTATION_COUNT)
1395 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1396 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1397 qglUseProgram(0);CHECKGLERROR
1398 return; // no bit left to clear, entire mode is broken
1403 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1405 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1406 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1407 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1411 void R_GLSL_Restart_f(cmd_state_t *cmd)
1413 unsigned int i, limit;
1414 switch(vid.renderpath)
1416 case RENDERPATH_GL32:
1417 case RENDERPATH_GLES2:
1419 r_glsl_permutation_t *p;
1420 r_glsl_permutation = NULL;
1421 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1422 for (i = 0;i < limit;i++)
1424 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1426 GL_Backend_FreeProgram(p->program);
1427 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1430 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1436 static void R_GLSL_DumpShader_f(cmd_state_t *cmd)
1438 int i, language, mode, dupe;
1440 shadermodeinfo_t *modeinfo;
1443 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1445 modeinfo = shadermodeinfo[language];
1446 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1448 // don't dump the same file multiple times (most or all shaders come from the same file)
1449 for (dupe = mode - 1;dupe >= 0;dupe--)
1450 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1454 text = modeinfo[mode].builtinstring;
1457 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1460 FS_Print(file, "/* The engine may define the following macros:\n");
1461 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1462 for (i = 0;i < SHADERMODE_COUNT;i++)
1463 FS_Print(file, modeinfo[i].pretext);
1464 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1465 FS_Print(file, shaderpermutationinfo[i].pretext);
1466 FS_Print(file, "*/\n");
1467 FS_Print(file, text);
1469 Con_Printf("%s written\n", modeinfo[mode].filename);
1472 Con_Printf(CON_ERROR "failed to write to %s\n", modeinfo[mode].filename);
1477 void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1479 uint64_t permutation = 0;
1480 if (r_trippy.integer && !notrippy)
1481 permutation |= SHADERPERMUTATION_TRIPPY;
1482 permutation |= SHADERPERMUTATION_VIEWTINT;
1484 permutation |= SHADERPERMUTATION_DIFFUSE;
1485 if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1486 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1487 if (suppresstexalpha)
1488 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1489 if (vid.allowalphatocoverage)
1490 GL_AlphaToCoverage(false);
1491 switch (vid.renderpath)
1493 case RENDERPATH_GL32:
1494 case RENDERPATH_GLES2:
1495 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1496 if (r_glsl_permutation->tex_Texture_First >= 0)
1497 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
1498 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1499 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1504 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1506 R_SetupShader_Generic(NULL, usegamma, notrippy, false);
1509 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
1511 uint64_t permutation = 0;
1512 if (r_trippy.integer && !notrippy)
1513 permutation |= SHADERPERMUTATION_TRIPPY;
1515 permutation |= SHADERPERMUTATION_DEPTHRGB;
1517 permutation |= SHADERPERMUTATION_SKELETAL;
1519 if (vid.allowalphatocoverage)
1520 GL_AlphaToCoverage(false);
1521 switch (vid.renderpath)
1523 case RENDERPATH_GL32:
1524 case RENDERPATH_GLES2:
1525 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1526 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1527 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1533 #define BLENDFUNC_ALLOWS_COLORMOD 1
1534 #define BLENDFUNC_ALLOWS_FOG 2
1535 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
1536 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1537 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1538 static int R_BlendFuncFlags(int src, int dst)
1542 // a blendfunc allows colormod if:
1543 // a) it can never keep the destination pixel invariant, or
1544 // b) it can keep the destination pixel invariant, and still can do so if colormodded
1545 // this is to prevent unintended side effects from colormod
1547 // a blendfunc allows fog if:
1548 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1549 // this is to prevent unintended side effects from fog
1551 // these checks are the output of fogeval.pl
1553 r |= BLENDFUNC_ALLOWS_COLORMOD;
1554 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1555 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1556 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1557 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1558 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1559 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1560 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1561 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1562 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1563 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1564 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1565 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1566 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1567 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1568 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1569 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1570 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1571 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1572 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1573 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1574 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1579 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
1581 // select a permutation of the lighting shader appropriate to this
1582 // combination of texture, entity, light source, and fogging, only use the
1583 // minimum features necessary to avoid wasting rendering time in the
1584 // fragment shader on features that are not being used
1585 uint64_t permutation = 0;
1586 unsigned int mode = 0;
1588 texture_t *t = rsurface.texture;
1590 matrix4x4_t tempmatrix;
1591 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1592 if (r_trippy.integer && !notrippy)
1593 permutation |= SHADERPERMUTATION_TRIPPY;
1594 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1595 permutation |= SHADERPERMUTATION_ALPHAKILL;
1596 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1597 permutation |= SHADERPERMUTATION_OCCLUDE;
1598 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1599 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1600 if (rsurfacepass == RSURFPASS_BACKGROUND)
1602 // distorted background
1603 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1605 mode = SHADERMODE_WATER;
1606 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1607 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1608 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1610 // this is the right thing to do for wateralpha
1611 GL_BlendFunc(GL_ONE, GL_ZERO);
1612 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1616 // this is the right thing to do for entity alpha
1617 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1618 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1621 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1623 mode = SHADERMODE_REFRACTION;
1624 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1625 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1626 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1627 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1631 mode = SHADERMODE_GENERIC;
1632 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1633 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1634 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1636 if (vid.allowalphatocoverage)
1637 GL_AlphaToCoverage(false);
1639 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1641 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1643 switch(t->offsetmapping)
1645 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1646 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1647 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1648 case OFFSETMAPPING_OFF: break;
1651 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1652 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1653 // normalmap (deferred prepass), may use alpha test on diffuse
1654 mode = SHADERMODE_DEFERREDGEOMETRY;
1655 GL_BlendFunc(GL_ONE, GL_ZERO);
1656 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1657 if (vid.allowalphatocoverage)
1658 GL_AlphaToCoverage(false);
1660 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1662 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1664 switch(t->offsetmapping)
1666 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1667 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1668 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1669 case OFFSETMAPPING_OFF: break;
1672 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1673 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1674 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1675 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1677 mode = SHADERMODE_LIGHTSOURCE;
1678 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1679 permutation |= SHADERPERMUTATION_CUBEFILTER;
1680 if (VectorLength2(rtlightdiffuse) > 0)
1681 permutation |= SHADERPERMUTATION_DIFFUSE;
1682 if (VectorLength2(rtlightspecular) > 0)
1683 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1684 if (r_refdef.fogenabled)
1685 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1686 if (t->colormapping)
1687 permutation |= SHADERPERMUTATION_COLORMAPPING;
1688 if (r_shadow_usingshadowmap2d)
1690 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1691 if(r_shadow_shadowmapvsdct)
1692 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1694 if (r_shadow_shadowmap2ddepthbuffer)
1695 permutation |= SHADERPERMUTATION_DEPTHRGB;
1697 if (t->reflectmasktexture)
1698 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1699 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1700 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1701 if (vid.allowalphatocoverage)
1702 GL_AlphaToCoverage(false);
1704 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
1706 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1708 switch(t->offsetmapping)
1710 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1711 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1712 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1713 case OFFSETMAPPING_OFF: break;
1716 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1717 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1718 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1719 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1720 // directional model lighting
1721 mode = SHADERMODE_LIGHTGRID;
1722 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1723 permutation |= SHADERPERMUTATION_GLOW;
1724 permutation |= SHADERPERMUTATION_DIFFUSE;
1725 if (t->glosstexture || t->backgroundglosstexture)
1726 permutation |= SHADERPERMUTATION_SPECULAR;
1727 if (r_refdef.fogenabled)
1728 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1729 if (t->colormapping)
1730 permutation |= SHADERPERMUTATION_COLORMAPPING;
1731 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1733 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1734 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1736 if (r_shadow_shadowmap2ddepthbuffer)
1737 permutation |= SHADERPERMUTATION_DEPTHRGB;
1739 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1740 permutation |= SHADERPERMUTATION_REFLECTION;
1741 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1742 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1743 if (t->reflectmasktexture)
1744 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1745 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1747 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1748 if (r_shadow_bouncegrid_state.directional)
1749 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1751 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1752 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1753 // when using alphatocoverage, we don't need alphakill
1754 if (vid.allowalphatocoverage)
1756 if (r_transparent_alphatocoverage.integer)
1758 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1759 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1762 GL_AlphaToCoverage(false);
1765 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1767 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1769 switch(t->offsetmapping)
1771 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1772 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1773 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1774 case OFFSETMAPPING_OFF: break;
1777 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1778 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1779 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1780 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1781 // directional model lighting
1782 mode = SHADERMODE_LIGHTDIRECTION;
1783 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1784 permutation |= SHADERPERMUTATION_GLOW;
1785 if (VectorLength2(t->render_modellight_diffuse))
1786 permutation |= SHADERPERMUTATION_DIFFUSE;
1787 if (VectorLength2(t->render_modellight_specular) > 0)
1788 permutation |= SHADERPERMUTATION_SPECULAR;
1789 if (r_refdef.fogenabled)
1790 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1791 if (t->colormapping)
1792 permutation |= SHADERPERMUTATION_COLORMAPPING;
1793 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1795 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1796 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1798 if (r_shadow_shadowmap2ddepthbuffer)
1799 permutation |= SHADERPERMUTATION_DEPTHRGB;
1801 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1802 permutation |= SHADERPERMUTATION_REFLECTION;
1803 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1804 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1805 if (t->reflectmasktexture)
1806 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1807 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1809 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1810 if (r_shadow_bouncegrid_state.directional)
1811 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1813 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1814 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1815 // when using alphatocoverage, we don't need alphakill
1816 if (vid.allowalphatocoverage)
1818 if (r_transparent_alphatocoverage.integer)
1820 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1821 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1824 GL_AlphaToCoverage(false);
1829 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1831 switch(t->offsetmapping)
1833 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1834 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1835 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1836 case OFFSETMAPPING_OFF: break;
1839 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1840 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1841 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1842 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1844 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1845 permutation |= SHADERPERMUTATION_GLOW;
1846 if (r_refdef.fogenabled && !notrippy)
1847 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1848 if (t->colormapping)
1849 permutation |= SHADERPERMUTATION_COLORMAPPING;
1850 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1852 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1853 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1855 if (r_shadow_shadowmap2ddepthbuffer)
1856 permutation |= SHADERPERMUTATION_DEPTHRGB;
1858 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1859 permutation |= SHADERPERMUTATION_REFLECTION;
1860 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1861 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1862 if (t->reflectmasktexture)
1863 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1864 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1866 // deluxemapping (light direction texture)
1867 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1868 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1870 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1871 permutation |= SHADERPERMUTATION_DIFFUSE;
1872 if (VectorLength2(t->render_lightmap_specular) > 0)
1873 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1875 else if (r_glsl_deluxemapping.integer >= 2)
1877 // fake deluxemapping (uniform light direction in tangentspace)
1878 if (rsurface.uselightmaptexture)
1879 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1881 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1882 permutation |= SHADERPERMUTATION_DIFFUSE;
1883 if (VectorLength2(t->render_lightmap_specular) > 0)
1884 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1886 else if (rsurface.uselightmaptexture)
1888 // ordinary lightmapping (q1bsp, q3bsp)
1889 mode = SHADERMODE_LIGHTMAP;
1893 // ordinary vertex coloring (q3bsp)
1894 mode = SHADERMODE_VERTEXCOLOR;
1896 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1898 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1899 if (r_shadow_bouncegrid_state.directional)
1900 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1902 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1903 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1904 // when using alphatocoverage, we don't need alphakill
1905 if (vid.allowalphatocoverage)
1907 if (r_transparent_alphatocoverage.integer)
1909 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1910 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1913 GL_AlphaToCoverage(false);
1916 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1917 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1918 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA && !notrippy)
1919 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1920 switch(vid.renderpath)
1922 case RENDERPATH_GL32:
1923 case RENDERPATH_GLES2:
1924 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
1925 RSurf_UploadBuffersForBatch();
1926 // this has to be after RSurf_PrepareVerticesForBatch
1927 if (rsurface.batchskeletaltransform3x4buffer)
1928 permutation |= SHADERPERMUTATION_SKELETAL;
1929 R_SetupShader_SetPermutationGLSL(mode, permutation);
1930 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1931 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1933 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1934 if (mode == SHADERMODE_LIGHTSOURCE)
1936 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1937 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1938 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1939 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1940 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1941 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1943 // additive passes are only darkened by fog, not tinted
1944 if (r_glsl_permutation->loc_FogColor >= 0)
1945 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1946 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1950 if (mode == SHADERMODE_FLATCOLOR)
1952 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1954 else if (mode == SHADERMODE_LIGHTGRID)
1956 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1957 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1958 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1959 // other LightGrid uniforms handled below
1961 else if (mode == SHADERMODE_LIGHTDIRECTION)
1963 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1964 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
1965 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
1966 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1967 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1968 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1969 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir_local[0], t->render_modellight_lightdir_local[1], t->render_modellight_lightdir_local[2]);
1973 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1974 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1975 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1976 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1977 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1979 // additive passes are only darkened by fog, not tinted
1980 if (r_glsl_permutation->loc_FogColor >= 0 && !notrippy)
1982 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1983 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1985 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1987 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
1988 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
1989 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
1990 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
1991 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
1992 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1993 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1994 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1995 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1997 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1998 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1999 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2000 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
2002 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
2003 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
2007 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2008 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2011 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
2012 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
2013 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2014 if (r_glsl_permutation->loc_Color_Pants >= 0)
2016 if (t->pantstexture)
2017 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
2019 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2021 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2023 if (t->shirttexture)
2024 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2026 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2028 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2029 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2030 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2031 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2032 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2033 r_glsl_offsetmapping_scale.value*t->offsetscale,
2034 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2035 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2036 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2038 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2039 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
2040 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2041 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2042 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2043 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
2044 if (r_glsl_permutation->loc_LightGridMatrix >= 0 && r_refdef.scene.worldmodel)
2047 Matrix4x4_Concat(&tempmatrix, &r_refdef.scene.worldmodel->brushq3.lightgridworldtotexturematrix, &rsurface.matrix);
2048 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2049 qglUniformMatrix4fv(r_glsl_permutation->loc_LightGridMatrix, 1, false, m16f);
2050 Matrix4x4_Normalize3(&tempmatrix, &rsurface.matrix);
2051 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2052 m9f[0] = m16f[0];m9f[1] = m16f[1];m9f[2] = m16f[2];
2053 m9f[3] = m16f[4];m9f[4] = m16f[5];m9f[5] = m16f[6];
2054 m9f[6] = m16f[8];m9f[7] = m16f[9];m9f[8] = m16f[10];
2055 qglUniformMatrix3fv(r_glsl_permutation->loc_LightGridNormalMatrix, 1, false, m9f);
2058 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2059 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2060 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2061 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
2062 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
2063 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
2064 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
2065 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
2066 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
2067 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
2068 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
2069 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
2070 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
2071 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
2072 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2073 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2074 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2075 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2076 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2077 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2078 if (rsurfacepass == RSURFPASS_BACKGROUND)
2080 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black);
2081 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black);
2082 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2086 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2088 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2089 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2090 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2091 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2093 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2094 if (rsurface.rtlight)
2096 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2097 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2100 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2101 if (r_glsl_permutation->tex_Texture_LightGrid >= 0 && r_refdef.scene.worldmodel) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_LightGrid, r_refdef.scene.worldmodel->brushq3.lightgridtexture);
2107 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2109 // select a permutation of the lighting shader appropriate to this
2110 // combination of texture, entity, light source, and fogging, only use the
2111 // minimum features necessary to avoid wasting rendering time in the
2112 // fragment shader on features that are not being used
2113 uint64_t permutation = 0;
2114 unsigned int mode = 0;
2115 const float *lightcolorbase = rtlight->currentcolor;
2116 float ambientscale = rtlight->ambientscale;
2117 float diffusescale = rtlight->diffusescale;
2118 float specularscale = rtlight->specularscale;
2119 // this is the location of the light in view space
2120 vec3_t viewlightorigin;
2121 // this transforms from view space (camera) to light space (cubemap)
2122 matrix4x4_t viewtolight;
2123 matrix4x4_t lighttoview;
2124 float viewtolight16f[16];
2126 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2127 if (rtlight->currentcubemap != r_texture_whitecube)
2128 permutation |= SHADERPERMUTATION_CUBEFILTER;
2129 if (diffusescale > 0)
2130 permutation |= SHADERPERMUTATION_DIFFUSE;
2131 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2132 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2133 if (r_shadow_usingshadowmap2d)
2135 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2136 if (r_shadow_shadowmapvsdct)
2137 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2139 if (r_shadow_shadowmap2ddepthbuffer)
2140 permutation |= SHADERPERMUTATION_DEPTHRGB;
2142 if (vid.allowalphatocoverage)
2143 GL_AlphaToCoverage(false);
2144 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2145 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2146 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2147 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2148 switch(vid.renderpath)
2150 case RENDERPATH_GL32:
2151 case RENDERPATH_GLES2:
2152 R_SetupShader_SetPermutationGLSL(mode, permutation);
2153 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2154 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
2155 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2156 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2157 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2158 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2159 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2160 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2161 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2162 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2164 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2165 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2166 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2167 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
2168 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2173 #define SKINFRAME_HASH 1024
2177 unsigned int loadsequence; // incremented each level change
2178 memexpandablearray_t array;
2179 skinframe_t *hash[SKINFRAME_HASH];
2182 r_skinframe_t r_skinframe;
2184 void R_SkinFrame_PrepareForPurge(void)
2186 r_skinframe.loadsequence++;
2187 // wrap it without hitting zero
2188 if (r_skinframe.loadsequence >= 200)
2189 r_skinframe.loadsequence = 1;
2192 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2196 // mark the skinframe as used for the purging code
2197 skinframe->loadsequence = r_skinframe.loadsequence;
2200 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2204 if (s->merged == s->base)
2206 R_PurgeTexture(s->stain); s->stain = NULL;
2207 R_PurgeTexture(s->merged); s->merged = NULL;
2208 R_PurgeTexture(s->base); s->base = NULL;
2209 R_PurgeTexture(s->pants); s->pants = NULL;
2210 R_PurgeTexture(s->shirt); s->shirt = NULL;
2211 R_PurgeTexture(s->nmap); s->nmap = NULL;
2212 R_PurgeTexture(s->gloss); s->gloss = NULL;
2213 R_PurgeTexture(s->glow); s->glow = NULL;
2214 R_PurgeTexture(s->fog); s->fog = NULL;
2215 R_PurgeTexture(s->reflect); s->reflect = NULL;
2216 s->loadsequence = 0;
2219 void R_SkinFrame_Purge(void)
2223 for (i = 0;i < SKINFRAME_HASH;i++)
2225 for (s = r_skinframe.hash[i];s;s = s->next)
2227 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2228 R_SkinFrame_PurgeSkinFrame(s);
2233 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2235 char basename[MAX_QPATH];
2237 Image_StripImageExtension(name, basename, sizeof(basename));
2239 if( last == NULL ) {
2241 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2242 item = r_skinframe.hash[hashindex];
2247 // linearly search through the hash bucket
2248 for( ; item ; item = item->next ) {
2249 if( !strcmp( item->basename, basename ) ) {
2256 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2259 int compareflags = textureflags & TEXF_IMPORTANTBITS;
2261 char basename[MAX_QPATH];
2263 Image_StripImageExtension(name, basename, sizeof(basename));
2265 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2266 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2267 if (!strcmp(item->basename, basename) &&
2268 item->textureflags == compareflags &&
2269 item->comparewidth == comparewidth &&
2270 item->compareheight == compareheight &&
2271 item->comparecrc == comparecrc)
2278 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2279 memset(item, 0, sizeof(*item));
2280 strlcpy(item->basename, basename, sizeof(item->basename));
2281 item->textureflags = compareflags;
2282 item->comparewidth = comparewidth;
2283 item->compareheight = compareheight;
2284 item->comparecrc = comparecrc;
2285 item->next = r_skinframe.hash[hashindex];
2286 r_skinframe.hash[hashindex] = item;
2288 else if (textureflags & TEXF_FORCE_RELOAD)
2289 R_SkinFrame_PurgeSkinFrame(item);
2291 R_SkinFrame_MarkUsed(item);
2295 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2297 unsigned long long avgcolor[5], wsum; \
2305 for(pix = 0; pix < cnt; ++pix) \
2308 for(comp = 0; comp < 3; ++comp) \
2310 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2313 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2315 for(comp = 0; comp < 3; ++comp) \
2316 avgcolor[comp] += getpixel * w; \
2319 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2320 avgcolor[4] += getpixel; \
2322 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2324 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2325 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2326 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2327 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2330 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2332 skinframe_t *skinframe;
2334 if (cls.state == ca_dedicated)
2337 // return an existing skinframe if already loaded
2338 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2339 if (skinframe && skinframe->base)
2342 // if the skinframe doesn't exist this will create it
2343 return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2346 extern cvar_t gl_picmip;
2347 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2350 unsigned char *pixels;
2351 unsigned char *bumppixels;
2352 unsigned char *basepixels = NULL;
2353 int basepixels_width = 0;
2354 int basepixels_height = 0;
2355 rtexture_t *ddsbase = NULL;
2356 qboolean ddshasalpha = false;
2357 float ddsavgcolor[4];
2358 char basename[MAX_QPATH];
2359 int miplevel = R_PicmipForFlags(textureflags);
2360 int savemiplevel = miplevel;
2364 if (cls.state == ca_dedicated)
2367 Image_StripImageExtension(name, basename, sizeof(basename));
2369 // check for DDS texture file first
2370 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2372 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2373 if (basepixels == NULL && fallbacknotexture)
2374 basepixels = Image_GenerateNoTexture();
2375 if (basepixels == NULL)
2379 // FIXME handle miplevel
2381 if (developer_loading.integer)
2382 Con_Printf("loading skin \"%s\"\n", name);
2384 // we've got some pixels to store, so really allocate this new texture now
2386 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2387 textureflags &= ~TEXF_FORCE_RELOAD;
2388 skinframe->stain = NULL;
2389 skinframe->merged = NULL;
2390 skinframe->base = NULL;
2391 skinframe->pants = NULL;
2392 skinframe->shirt = NULL;
2393 skinframe->nmap = NULL;
2394 skinframe->gloss = NULL;
2395 skinframe->glow = NULL;
2396 skinframe->fog = NULL;
2397 skinframe->reflect = NULL;
2398 skinframe->hasalpha = false;
2399 // we could store the q2animname here too
2403 skinframe->base = ddsbase;
2404 skinframe->hasalpha = ddshasalpha;
2405 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2406 if (r_loadfog && skinframe->hasalpha)
2407 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
2408 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2412 basepixels_width = image_width;
2413 basepixels_height = image_height;
2414 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
2415 if (textureflags & TEXF_ALPHA)
2417 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2419 if (basepixels[j] < 255)
2421 skinframe->hasalpha = true;
2425 if (r_loadfog && skinframe->hasalpha)
2427 // has transparent pixels
2428 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2429 for (j = 0;j < image_width * image_height * 4;j += 4)
2434 pixels[j+3] = basepixels[j+3];
2436 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
2440 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2442 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2443 if (r_savedds && skinframe->base)
2444 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2445 if (r_savedds && skinframe->fog)
2446 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2452 mymiplevel = savemiplevel;
2453 if (r_loadnormalmap)
2454 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
2455 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2457 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2458 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2459 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2460 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2463 // _norm is the name used by tenebrae and has been adopted as standard
2464 if (r_loadnormalmap && skinframe->nmap == NULL)
2466 mymiplevel = savemiplevel;
2467 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2469 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2473 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2475 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2476 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2477 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2479 Mem_Free(bumppixels);
2481 else if (r_shadow_bumpscale_basetexture.value > 0)
2483 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2484 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2485 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2489 if (r_savedds && skinframe->nmap)
2490 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2494 // _luma is supported only for tenebrae compatibility
2495 // _blend and .blend are supported only for Q3 & QL compatibility, this hack can be removed if better Q3 shader support is implemented
2496 // _glow is the preferred name
2497 mymiplevel = savemiplevel;
2498 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s.blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
2500 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2502 if (r_savedds && skinframe->glow)
2503 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2505 Mem_Free(pixels);pixels = NULL;
2508 mymiplevel = savemiplevel;
2509 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2511 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2513 if (r_savedds && skinframe->gloss)
2514 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2520 mymiplevel = savemiplevel;
2521 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2523 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2525 if (r_savedds && skinframe->pants)
2526 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2532 mymiplevel = savemiplevel;
2533 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2535 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2537 if (r_savedds && skinframe->shirt)
2538 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2544 mymiplevel = savemiplevel;
2545 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2547 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2549 if (r_savedds && skinframe->reflect)
2550 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2557 Mem_Free(basepixels);
2562 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qboolean sRGB)
2565 skinframe_t *skinframe;
2568 if (cls.state == ca_dedicated)
2571 // if already loaded just return it, otherwise make a new skinframe
2572 skinframe = R_SkinFrame_Find(name, textureflags, comparewidth, compareheight, comparecrc, true);
2573 if (skinframe->base)
2575 textureflags &= ~TEXF_FORCE_RELOAD;
2577 skinframe->stain = NULL;
2578 skinframe->merged = NULL;
2579 skinframe->base = NULL;
2580 skinframe->pants = NULL;
2581 skinframe->shirt = NULL;
2582 skinframe->nmap = NULL;
2583 skinframe->gloss = NULL;
2584 skinframe->glow = NULL;
2585 skinframe->fog = NULL;
2586 skinframe->reflect = NULL;
2587 skinframe->hasalpha = false;
2589 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2593 if (developer_loading.integer)
2594 Con_Printf("loading 32bit skin \"%s\"\n", name);
2596 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2598 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2599 unsigned char *b = a + width * height * 4;
2600 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2601 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2604 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2605 if (textureflags & TEXF_ALPHA)
2607 for (i = 3;i < width * height * 4;i += 4)
2609 if (skindata[i] < 255)
2611 skinframe->hasalpha = true;
2615 if (r_loadfog && skinframe->hasalpha)
2617 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2618 memcpy(fogpixels, skindata, width * height * 4);
2619 for (i = 0;i < width * height * 4;i += 4)
2620 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2621 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2622 Mem_Free(fogpixels);
2626 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2627 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2632 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2636 skinframe_t *skinframe;
2638 if (cls.state == ca_dedicated)
2641 // if already loaded just return it, otherwise make a new skinframe
2642 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2643 if (skinframe->base)
2645 //textureflags &= ~TEXF_FORCE_RELOAD;
2647 skinframe->stain = NULL;
2648 skinframe->merged = NULL;
2649 skinframe->base = NULL;
2650 skinframe->pants = NULL;
2651 skinframe->shirt = NULL;
2652 skinframe->nmap = NULL;
2653 skinframe->gloss = NULL;
2654 skinframe->glow = NULL;
2655 skinframe->fog = NULL;
2656 skinframe->reflect = NULL;
2657 skinframe->hasalpha = false;
2659 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2663 if (developer_loading.integer)
2664 Con_Printf("loading quake skin \"%s\"\n", name);
2666 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
2667 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2668 memcpy(skinframe->qpixels, skindata, width*height);
2669 skinframe->qwidth = width;
2670 skinframe->qheight = height;
2673 for (i = 0;i < width * height;i++)
2674 featuresmask |= palette_featureflags[skindata[i]];
2676 skinframe->hasalpha = false;
2679 skinframe->hasalpha = true;
2680 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2681 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2682 skinframe->qgeneratemerged = true;
2683 skinframe->qgeneratebase = skinframe->qhascolormapping;
2684 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2686 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2687 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2692 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2696 unsigned char *skindata;
2699 if (!skinframe->qpixels)
2702 if (!skinframe->qhascolormapping)
2703 colormapped = false;
2707 if (!skinframe->qgeneratebase)
2712 if (!skinframe->qgeneratemerged)
2716 width = skinframe->qwidth;
2717 height = skinframe->qheight;
2718 skindata = skinframe->qpixels;
2720 if (skinframe->qgeneratenmap)
2722 unsigned char *a, *b;
2723 skinframe->qgeneratenmap = false;
2724 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2725 b = a + width * height * 4;
2726 // use either a custom palette or the quake palette
2727 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2728 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2729 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2733 if (skinframe->qgenerateglow)
2735 skinframe->qgenerateglow = false;
2736 if (skinframe->hasalpha) // fence textures
2737 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
2739 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
2744 skinframe->qgeneratebase = false;
2745 skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
2746 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
2747 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
2751 skinframe->qgeneratemerged = false;
2752 if (skinframe->hasalpha) // fence textures
2753 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
2755 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
2758 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2760 Mem_Free(skinframe->qpixels);
2761 skinframe->qpixels = NULL;
2765 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
2768 skinframe_t *skinframe;
2771 if (cls.state == ca_dedicated)
2774 // if already loaded just return it, otherwise make a new skinframe
2775 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2776 if (skinframe->base)
2778 textureflags &= ~TEXF_FORCE_RELOAD;
2780 skinframe->stain = NULL;
2781 skinframe->merged = NULL;
2782 skinframe->base = NULL;
2783 skinframe->pants = NULL;
2784 skinframe->shirt = NULL;
2785 skinframe->nmap = NULL;
2786 skinframe->gloss = NULL;
2787 skinframe->glow = NULL;
2788 skinframe->fog = NULL;
2789 skinframe->reflect = NULL;
2790 skinframe->hasalpha = false;
2792 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2796 if (developer_loading.integer)
2797 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2799 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2800 if ((textureflags & TEXF_ALPHA) && alphapalette)
2802 for (i = 0;i < width * height;i++)
2804 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2806 skinframe->hasalpha = true;
2810 if (r_loadfog && skinframe->hasalpha)
2811 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2814 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2815 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2820 skinframe_t *R_SkinFrame_LoadMissing(void)
2822 skinframe_t *skinframe;
2824 if (cls.state == ca_dedicated)
2827 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2828 skinframe->stain = NULL;
2829 skinframe->merged = NULL;
2830 skinframe->base = NULL;
2831 skinframe->pants = NULL;
2832 skinframe->shirt = NULL;
2833 skinframe->nmap = NULL;
2834 skinframe->gloss = NULL;
2835 skinframe->glow = NULL;
2836 skinframe->fog = NULL;
2837 skinframe->reflect = NULL;
2838 skinframe->hasalpha = false;
2840 skinframe->avgcolor[0] = rand() / RAND_MAX;
2841 skinframe->avgcolor[1] = rand() / RAND_MAX;
2842 skinframe->avgcolor[2] = rand() / RAND_MAX;
2843 skinframe->avgcolor[3] = 1;
2848 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2851 static unsigned char pix[16][16][4];
2853 if (cls.state == ca_dedicated)
2856 // this makes a light grey/dark grey checkerboard texture
2859 for (y = 0; y < 16; y++)
2861 for (x = 0; x < 16; x++)
2863 if ((y < 8) ^ (x < 8))
2881 return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, pix[0][0], 16, 16, 0, 0, 0, false);
2884 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB)
2886 skinframe_t *skinframe;
2887 if (cls.state == ca_dedicated)
2889 // if already loaded just return it, otherwise make a new skinframe
2890 skinframe = R_SkinFrame_Find(name, textureflags, width, height, 0, true);
2891 if (skinframe->base)
2893 textureflags &= ~TEXF_FORCE_RELOAD;
2894 skinframe->stain = NULL;
2895 skinframe->merged = NULL;
2896 skinframe->base = NULL;
2897 skinframe->pants = NULL;
2898 skinframe->shirt = NULL;
2899 skinframe->nmap = NULL;
2900 skinframe->gloss = NULL;
2901 skinframe->glow = NULL;
2902 skinframe->fog = NULL;
2903 skinframe->reflect = NULL;
2904 skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2905 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2908 if (developer_loading.integer)
2909 Con_Printf("loading 32bit skin \"%s\"\n", name);
2910 skinframe->base = skinframe->merged = tex;
2911 Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2915 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2916 typedef struct suffixinfo_s
2919 qboolean flipx, flipy, flipdiagonal;
2922 static suffixinfo_t suffix[3][6] =
2925 {"px", false, false, false},
2926 {"nx", false, false, false},
2927 {"py", false, false, false},
2928 {"ny", false, false, false},
2929 {"pz", false, false, false},
2930 {"nz", false, false, false}
2933 {"posx", false, false, false},
2934 {"negx", false, false, false},
2935 {"posy", false, false, false},
2936 {"negy", false, false, false},
2937 {"posz", false, false, false},
2938 {"negz", false, false, false}
2941 {"rt", true, false, true},
2942 {"lf", false, true, true},
2943 {"ft", true, true, false},
2944 {"bk", false, false, false},
2945 {"up", true, false, true},
2946 {"dn", true, false, true}
2950 static int componentorder[4] = {0, 1, 2, 3};
2952 static rtexture_t *R_LoadCubemap(const char *basename)
2954 int i, j, cubemapsize, forcefilter;
2955 unsigned char *cubemappixels, *image_buffer;
2956 rtexture_t *cubemaptexture;
2959 // HACK: if the cubemap name starts with a !, the cubemap is nearest-filtered
2960 forcefilter = TEXF_FORCELINEAR;
2961 if (basename && basename[0] == '!')
2964 forcefilter = TEXF_FORCENEAREST;
2966 // must start 0 so the first loadimagepixels has no requested width/height
2968 cubemappixels = NULL;
2969 cubemaptexture = NULL;
2970 // keep trying different suffix groups (posx, px, rt) until one loads
2971 for (j = 0;j < 3 && !cubemappixels;j++)
2973 // load the 6 images in the suffix group
2974 for (i = 0;i < 6;i++)
2976 // generate an image name based on the base and and suffix
2977 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2979 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2981 // an image loaded, make sure width and height are equal
2982 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2984 // if this is the first image to load successfully, allocate the cubemap memory
2985 if (!cubemappixels && image_width >= 1)
2987 cubemapsize = image_width;
2988 // note this clears to black, so unavailable sides are black
2989 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2991 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2993 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
2996 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2998 Mem_Free(image_buffer);
3002 // if a cubemap loaded, upload it
3005 if (developer_loading.integer)
3006 Con_Printf("loading cubemap \"%s\"\n", basename);
3008 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | forcefilter | TEXF_CLAMP, -1, NULL);
3009 Mem_Free(cubemappixels);
3013 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3014 if (developer_loading.integer)
3016 Con_Printf("(tried tried images ");
3017 for (j = 0;j < 3;j++)
3018 for (i = 0;i < 6;i++)
3019 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3020 Con_Print(" and was unable to find any of them).\n");
3023 return cubemaptexture;
3026 rtexture_t *R_GetCubemap(const char *basename)
3029 for (i = 0;i < r_texture_numcubemaps;i++)
3030 if (r_texture_cubemaps[i] != NULL)
3031 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3032 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3033 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3034 return r_texture_whitecube;
3035 r_texture_numcubemaps++;
3036 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3037 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3038 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3039 return r_texture_cubemaps[i]->texture;
3042 static void R_Main_FreeViewCache(void)
3044 if (r_refdef.viewcache.entityvisible)
3045 Mem_Free(r_refdef.viewcache.entityvisible);
3046 if (r_refdef.viewcache.world_pvsbits)
3047 Mem_Free(r_refdef.viewcache.world_pvsbits);
3048 if (r_refdef.viewcache.world_leafvisible)
3049 Mem_Free(r_refdef.viewcache.world_leafvisible);
3050 if (r_refdef.viewcache.world_surfacevisible)
3051 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3052 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3055 static void R_Main_ResizeViewCache(void)
3057 int numentities = r_refdef.scene.numentities;
3058 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3059 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3060 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3061 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3062 if (r_refdef.viewcache.maxentities < numentities)
3064 r_refdef.viewcache.maxentities = numentities;
3065 if (r_refdef.viewcache.entityvisible)
3066 Mem_Free(r_refdef.viewcache.entityvisible);
3067 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3069 if (r_refdef.viewcache.world_numclusters != numclusters)
3071 r_refdef.viewcache.world_numclusters = numclusters;
3072 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3073 if (r_refdef.viewcache.world_pvsbits)
3074 Mem_Free(r_refdef.viewcache.world_pvsbits);
3075 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3077 if (r_refdef.viewcache.world_numleafs != numleafs)
3079 r_refdef.viewcache.world_numleafs = numleafs;
3080 if (r_refdef.viewcache.world_leafvisible)
3081 Mem_Free(r_refdef.viewcache.world_leafvisible);
3082 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3084 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3086 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3087 if (r_refdef.viewcache.world_surfacevisible)
3088 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3089 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3093 extern rtexture_t *loadingscreentexture;
3094 static void gl_main_start(void)
3096 loadingscreentexture = NULL;
3097 r_texture_blanknormalmap = NULL;
3098 r_texture_white = NULL;
3099 r_texture_grey128 = NULL;
3100 r_texture_black = NULL;
3101 r_texture_whitecube = NULL;
3102 r_texture_normalizationcube = NULL;
3103 r_texture_fogattenuation = NULL;
3104 r_texture_fogheighttexture = NULL;
3105 r_texture_gammaramps = NULL;
3106 r_texture_numcubemaps = 0;
3107 r_uniformbufferalignment = 32;
3109 r_loaddds = r_texture_dds_load.integer != 0;
3110 r_savedds = vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3112 switch(vid.renderpath)
3114 case RENDERPATH_GL32:
3115 case RENDERPATH_GLES2:
3116 Cvar_SetValueQuick(&r_textureunits, MAX_TEXTUREUNITS);
3117 Cvar_SetValueQuick(&gl_combine, 1);
3118 Cvar_SetValueQuick(&r_glsl, 1);
3119 r_loadnormalmap = true;
3122 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3123 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3129 R_FrameData_Reset();
3130 R_BufferData_Reset();
3134 memset(r_queries, 0, sizeof(r_queries));
3136 r_qwskincache = NULL;
3137 r_qwskincache_size = 0;
3139 // due to caching of texture_t references, the collision cache must be reset
3140 Collision_Cache_Reset(true);
3142 // set up r_skinframe loading system for textures
3143 memset(&r_skinframe, 0, sizeof(r_skinframe));
3144 r_skinframe.loadsequence = 1;
3145 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3147 r_main_texturepool = R_AllocTexturePool();
3148 R_BuildBlankTextures();
3151 R_BuildNormalizationCube();
3152 r_texture_fogattenuation = NULL;
3153 r_texture_fogheighttexture = NULL;
3154 r_texture_gammaramps = NULL;
3155 //r_texture_fogintensity = NULL;
3156 memset(&r_fb, 0, sizeof(r_fb));
3157 Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3158 r_glsl_permutation = NULL;
3159 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3160 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3161 memset(&r_svbsp, 0, sizeof (r_svbsp));
3163 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3164 r_texture_numcubemaps = 0;
3166 r_refdef.fogmasktable_density = 0;
3169 // For Steelstorm Android
3170 // FIXME CACHE the program and reload
3171 // FIXME see possible combinations for SS:BR android
3172 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3173 R_SetupShader_SetPermutationGLSL(0, 12);
3174 R_SetupShader_SetPermutationGLSL(0, 13);
3175 R_SetupShader_SetPermutationGLSL(0, 8388621);
3176 R_SetupShader_SetPermutationGLSL(3, 0);
3177 R_SetupShader_SetPermutationGLSL(3, 2048);
3178 R_SetupShader_SetPermutationGLSL(5, 0);
3179 R_SetupShader_SetPermutationGLSL(5, 2);
3180 R_SetupShader_SetPermutationGLSL(5, 2048);
3181 R_SetupShader_SetPermutationGLSL(5, 8388608);
3182 R_SetupShader_SetPermutationGLSL(11, 1);
3183 R_SetupShader_SetPermutationGLSL(11, 2049);
3184 R_SetupShader_SetPermutationGLSL(11, 8193);
3185 R_SetupShader_SetPermutationGLSL(11, 10241);
3186 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3190 extern unsigned int r_shadow_occlusion_buf;
3192 static void gl_main_shutdown(void)
3194 R_RenderTarget_FreeUnused(true);
3195 Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3197 R_FrameData_Reset();
3198 R_BufferData_Reset();
3200 R_Main_FreeViewCache();
3202 switch(vid.renderpath)
3204 case RENDERPATH_GL32:
3205 case RENDERPATH_GLES2:
3206 #if defined(GL_SAMPLES_PASSED) && !defined(USE_GLES2)
3208 qglDeleteQueries(r_maxqueries, r_queries);
3212 r_shadow_occlusion_buf = 0;
3215 memset(r_queries, 0, sizeof(r_queries));
3217 r_qwskincache = NULL;
3218 r_qwskincache_size = 0;
3220 // clear out the r_skinframe state
3221 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3222 memset(&r_skinframe, 0, sizeof(r_skinframe));
3225 Mem_Free(r_svbsp.nodes);
3226 memset(&r_svbsp, 0, sizeof (r_svbsp));
3227 R_FreeTexturePool(&r_main_texturepool);
3228 loadingscreentexture = NULL;
3229 r_texture_blanknormalmap = NULL;
3230 r_texture_white = NULL;
3231 r_texture_grey128 = NULL;
3232 r_texture_black = NULL;
3233 r_texture_whitecube = NULL;
3234 r_texture_normalizationcube = NULL;
3235 r_texture_fogattenuation = NULL;
3236 r_texture_fogheighttexture = NULL;
3237 r_texture_gammaramps = NULL;
3238 r_texture_numcubemaps = 0;
3239 //r_texture_fogintensity = NULL;
3240 memset(&r_fb, 0, sizeof(r_fb));
3241 R_GLSL_Restart_f(&cmd_client);
3243 r_glsl_permutation = NULL;
3244 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3245 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3248 static void gl_main_newmap(void)
3250 // FIXME: move this code to client
3251 char *entities, entname[MAX_QPATH];
3253 Mem_Free(r_qwskincache);
3254 r_qwskincache = NULL;
3255 r_qwskincache_size = 0;
3258 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3259 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3261 CL_ParseEntityLump(entities);
3265 if (cl.worldmodel->brush.entities)
3266 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3268 R_Main_FreeViewCache();
3270 R_FrameData_Reset();
3271 R_BufferData_Reset();
3274 void GL_Main_Init(void)
3277 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3278 R_InitShaderModeInfo();
3280 Cmd_AddCommand(CMD_CLIENT, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3281 Cmd_AddCommand(CMD_CLIENT, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3282 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3283 if (gamemode == GAME_NEHAHRA)
3285 Cvar_RegisterVariable (&gl_fogenable);
3286 Cvar_RegisterVariable (&gl_fogdensity);
3287 Cvar_RegisterVariable (&gl_fogred);
3288 Cvar_RegisterVariable (&gl_foggreen);
3289 Cvar_RegisterVariable (&gl_fogblue);
3290 Cvar_RegisterVariable (&gl_fogstart);
3291 Cvar_RegisterVariable (&gl_fogend);
3292 Cvar_RegisterVariable (&gl_skyclip);
3294 Cvar_RegisterVariable(&r_motionblur);
3295 Cvar_RegisterVariable(&r_damageblur);
3296 Cvar_RegisterVariable(&r_motionblur_averaging);
3297 Cvar_RegisterVariable(&r_motionblur_randomize);
3298 Cvar_RegisterVariable(&r_motionblur_minblur);
3299 Cvar_RegisterVariable(&r_motionblur_maxblur);
3300 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3301 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3302 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3303 Cvar_RegisterVariable(&r_motionblur_mousefactor);
3304 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3305 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3306 Cvar_RegisterVariable(&r_depthfirst);
3307 Cvar_RegisterVariable(&r_useinfinitefarclip);
3308 Cvar_RegisterVariable(&r_farclip_base);
3309 Cvar_RegisterVariable(&r_farclip_world);
3310 Cvar_RegisterVariable(&r_nearclip);
3311 Cvar_RegisterVariable(&r_deformvertexes);
3312 Cvar_RegisterVariable(&r_transparent);
3313 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3314 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3315 Cvar_RegisterVariable(&r_transparent_useplanardistance);
3316 Cvar_RegisterVariable(&r_showoverdraw);
3317 Cvar_RegisterVariable(&r_showbboxes);
3318 Cvar_RegisterVariable(&r_showbboxes_client);
3319 Cvar_RegisterVariable(&r_showsurfaces);
3320 Cvar_RegisterVariable(&r_showtris);
3321 Cvar_RegisterVariable(&r_shownormals);
3322 Cvar_RegisterVariable(&r_showlighting);
3323 Cvar_RegisterVariable(&r_showcollisionbrushes);
3324 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3325 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3326 Cvar_RegisterVariable(&r_showdisabledepthtest);
3327 Cvar_RegisterVariable(&r_showspriteedges);
3328 Cvar_RegisterVariable(&r_showparticleedges);
3329 Cvar_RegisterVariable(&r_drawportals);
3330 Cvar_RegisterVariable(&r_drawentities);
3331 Cvar_RegisterVariable(&r_draw2d);
3332 Cvar_RegisterVariable(&r_drawworld);
3333 Cvar_RegisterVariable(&r_cullentities_trace);
3334 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3335 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3336 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3337 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3338 Cvar_RegisterVariable(&r_cullentities_trace_expand);
3339 Cvar_RegisterVariable(&r_cullentities_trace_pad);
3340 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3341 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3342 Cvar_RegisterVariable(&r_sortentities);
3343 Cvar_RegisterVariable(&r_drawviewmodel);
3344 Cvar_RegisterVariable(&r_drawexteriormodel);
3345 Cvar_RegisterVariable(&r_speeds);
3346 Cvar_RegisterVariable(&r_fullbrights);
3347 Cvar_RegisterVariable(&r_wateralpha);
3348 Cvar_RegisterVariable(&r_dynamic);
3349 Cvar_RegisterVariable(&r_fullbright_directed);
3350 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3351 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3352 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3353 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3354 Cvar_RegisterVariable(&r_fullbright);
3355 Cvar_RegisterVariable(&r_shadows);
3356 Cvar_RegisterVariable(&r_shadows_darken);
3357 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3358 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3359 Cvar_RegisterVariable(&r_shadows_throwdistance);
3360 Cvar_RegisterVariable(&r_shadows_throwdirection);
3361 Cvar_RegisterVariable(&r_shadows_focus);
3362 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3363 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3364 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3365 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3366 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3367 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3368 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3369 Cvar_RegisterVariable(&r_fog_exp2);
3370 Cvar_RegisterVariable(&r_fog_clear);
3371 Cvar_RegisterVariable(&r_drawfog);
3372 Cvar_RegisterVariable(&r_transparentdepthmasking);
3373 Cvar_RegisterVariable(&r_transparent_sortmindist);
3374 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3375 Cvar_RegisterVariable(&r_transparent_sortarraysize);
3376 Cvar_RegisterVariable(&r_texture_dds_load);
3377 Cvar_RegisterVariable(&r_texture_dds_save);
3378 Cvar_RegisterVariable(&r_textureunits);
3379 Cvar_RegisterVariable(&gl_combine);
3380 Cvar_RegisterVariable(&r_usedepthtextures);
3381 Cvar_RegisterVariable(&r_viewfbo);
3382 Cvar_RegisterVariable(&r_rendertarget_debug);
3383 Cvar_RegisterVariable(&r_viewscale);
3384 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3385 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3386 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3387 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3388 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3389 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3390 Cvar_RegisterVariable(&r_glsl);
3391 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3392 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3393 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3394 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3395 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3396 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3397 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3398 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3399 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3400 Cvar_RegisterVariable(&r_glsl_postprocess);
3401 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3402 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3403 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3404 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3405 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3406 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3407 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3408 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3409 Cvar_RegisterVariable(&r_celshading);
3410 Cvar_RegisterVariable(&r_celoutlines);
3412 Cvar_RegisterVariable(&r_water);
3413 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3414 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3415 Cvar_RegisterVariable(&r_water_clippingplanebias);
3416 Cvar_RegisterVariable(&r_water_refractdistort);
3417 Cvar_RegisterVariable(&r_water_reflectdistort);
3418 Cvar_RegisterVariable(&r_water_scissormode);
3419 Cvar_RegisterVariable(&r_water_lowquality);
3420 Cvar_RegisterVariable(&r_water_hideplayer);
3422 Cvar_RegisterVariable(&r_lerpsprites);
3423 Cvar_RegisterVariable(&r_lerpmodels);
3424 Cvar_RegisterVariable(&r_nolerp_list);
3425 Cvar_RegisterVariable(&r_lerplightstyles);
3426 Cvar_RegisterVariable(&r_waterscroll);
3427 Cvar_RegisterVariable(&r_bloom);
3428 Cvar_RegisterVariable(&r_colorfringe);
3429 Cvar_RegisterVariable(&r_bloom_colorscale);
3430 Cvar_RegisterVariable(&r_bloom_brighten);
3431 Cvar_RegisterVariable(&r_bloom_blur);
3432 Cvar_RegisterVariable(&r_bloom_resolution);
3433 Cvar_RegisterVariable(&r_bloom_colorexponent);
3434 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3435 Cvar_RegisterVariable(&r_bloom_scenebrightness);
3436 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3437 Cvar_RegisterVariable(&r_hdr_glowintensity);
3438 Cvar_RegisterVariable(&r_hdr_irisadaptation);
3439 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3440 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3441 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3442 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3443 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3444 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3445 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3446 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3447 Cvar_RegisterVariable(&developer_texturelogging);
3448 Cvar_RegisterVariable(&gl_lightmaps);
3449 Cvar_RegisterVariable(&r_test);
3450 Cvar_RegisterVariable(&r_batch_multidraw);
3451 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3452 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3453 Cvar_RegisterVariable(&r_glsl_skeletal);
3454 Cvar_RegisterVariable(&r_glsl_saturation);
3455 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3456 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3457 Cvar_RegisterVariable(&r_framedatasize);
3458 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3459 Cvar_RegisterVariable(&r_buffermegs[i]);
3460 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3461 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3462 Cvar_SetValue(&cvars_all, "r_fullbrights", 0);
3463 #ifdef DP_MOBILETOUCH
3464 // GLES devices have terrible depth precision in general, so...
3465 Cvar_SetValueQuick(&r_nearclip, 4);
3466 Cvar_SetValueQuick(&r_farclip_base, 4096);
3467 Cvar_SetValueQuick(&r_farclip_world, 0);
3468 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3470 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3473 void Render_Init(void)
3486 R_LightningBeams_Init();
3490 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3494 if (r_trippy.integer)
3496 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3498 p = r_refdef.view.frustum + i;
3503 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3507 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3511 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3515 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3519 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3523 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3527 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3531 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3539 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3543 if (r_trippy.integer)
3545 for (i = 0;i < numplanes;i++)
3552 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3556 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3560 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3564 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3568 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3572 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3576 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3580 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3588 //==================================================================================
3590 // LadyHavoc: this stores temporary data used within the same frame
3592 typedef struct r_framedata_mem_s
3594 struct r_framedata_mem_s *purge; // older mem block to free on next frame
3595 size_t size; // how much usable space
3596 size_t current; // how much space in use
3597 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3598 size_t wantedsize; // how much space was allocated
3599 unsigned char *data; // start of real data (16byte aligned)
3603 static r_framedata_mem_t *r_framedata_mem;
3605 void R_FrameData_Reset(void)
3607 while (r_framedata_mem)
3609 r_framedata_mem_t *next = r_framedata_mem->purge;
3610 Mem_Free(r_framedata_mem);
3611 r_framedata_mem = next;
3615 static void R_FrameData_Resize(qboolean mustgrow)
3618 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3619 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3620 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3622 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3623 newmem->wantedsize = wantedsize;
3624 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3625 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3626 newmem->current = 0;
3628 newmem->purge = r_framedata_mem;
3629 r_framedata_mem = newmem;
3633 void R_FrameData_NewFrame(void)
3635 R_FrameData_Resize(false);
3636 if (!r_framedata_mem)
3638 // if we ran out of space on the last frame, free the old memory now
3639 while (r_framedata_mem->purge)
3641 // repeatedly remove the second item in the list, leaving only head
3642 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3643 Mem_Free(r_framedata_mem->purge);
3644 r_framedata_mem->purge = next;
3646 // reset the current mem pointer
3647 r_framedata_mem->current = 0;
3648 r_framedata_mem->mark = 0;
3651 void *R_FrameData_Alloc(size_t size)
3656 // align to 16 byte boundary - the data pointer is already aligned, so we
3657 // only need to ensure the size of every allocation is also aligned
3658 size = (size + 15) & ~15;
3660 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3662 // emergency - we ran out of space, allocate more memory
3663 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3664 newvalue = r_framedatasize.value * 2.0f;
3665 // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure
3666 if (sizeof(size_t) >= 8)
3667 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3669 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3670 // this might not be a growing it, but we'll allocate another buffer every time
3671 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3672 R_FrameData_Resize(true);
3675 data = r_framedata_mem->data + r_framedata_mem->current;
3676 r_framedata_mem->current += size;
3678 // count the usage for stats
3679 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3680 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3682 return (void *)data;
3685 void *R_FrameData_Store(size_t size, void *data)
3687 void *d = R_FrameData_Alloc(size);
3689 memcpy(d, data, size);
3693 void R_FrameData_SetMark(void)
3695 if (!r_framedata_mem)
3697 r_framedata_mem->mark = r_framedata_mem->current;
3700 void R_FrameData_ReturnToMark(void)
3702 if (!r_framedata_mem)
3704 r_framedata_mem->current = r_framedata_mem->mark;
3707 //==================================================================================
3709 // avoid reusing the same buffer objects on consecutive frames
3710 #define R_BUFFERDATA_CYCLE 3
3712 typedef struct r_bufferdata_buffer_s
3714 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3715 size_t size; // how much usable space
3716 size_t current; // how much space in use
3717 r_meshbuffer_t *buffer; // the buffer itself
3719 r_bufferdata_buffer_t;
3721 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3722 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3724 /// frees all dynamic buffers
3725 void R_BufferData_Reset(void)
3728 r_bufferdata_buffer_t **p, *mem;
3729 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3731 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3734 p = &r_bufferdata_buffer[cycle][type];
3740 R_Mesh_DestroyMeshBuffer(mem->buffer);
3747 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3748 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
3750 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3752 float newvalue = r_buffermegs[type].value;
3754 // increase the cvar if we have to (but only if we already have a mem)
3755 if (mustgrow && mem)
3757 newvalue = bound(0.25f, newvalue, 256.0f);
3758 while (newvalue * 1024*1024 < minsize)
3761 // clamp the cvar to valid range
3762 newvalue = bound(0.25f, newvalue, 256.0f);
3763 if (r_buffermegs[type].value != newvalue)
3764 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3766 // calculate size in bytes
3767 size = (size_t)(newvalue * 1024*1024);
3768 size = bound(131072, size, 256*1024*1024);
3770 // allocate a new buffer if the size is different (purge old one later)
3771 // or if we were told we must grow the buffer
3772 if (!mem || mem->size != size || mustgrow)
3774 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3777 if (type == R_BUFFERDATA_VERTEX)
3778 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3779 else if (type == R_BUFFERDATA_INDEX16)
3780 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3781 else if (type == R_BUFFERDATA_INDEX32)
3782 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3783 else if (type == R_BUFFERDATA_UNIFORM)
3784 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3785 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3786 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3790 void R_BufferData_NewFrame(void)
3793 r_bufferdata_buffer_t **p, *mem;
3794 // cycle to the next frame's buffers
3795 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3796 // if we ran out of space on the last time we used these buffers, free the old memory now
3797 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3799 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3801 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3802 // free all but the head buffer, this is how we recycle obsolete
3803 // buffers after they are no longer in use
3804 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3810 R_Mesh_DestroyMeshBuffer(mem->buffer);
3813 // reset the current offset
3814 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3819 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3821 r_bufferdata_buffer_t *mem;
3825 *returnbufferoffset = 0;
3827 // align size to a byte boundary appropriate for the buffer type, this
3828 // makes all allocations have aligned start offsets
3829 if (type == R_BUFFERDATA_UNIFORM)
3830 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3832 padsize = (datasize + 15) & ~15;
3834 // if we ran out of space in this buffer we must allocate a new one
3835 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3836 R_BufferData_Resize(type, true, padsize);
3838 // if the resize did not give us enough memory, fail
3839 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3840 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3842 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3843 offset = (int)mem->current;
3844 mem->current += padsize;
3846 // upload the data to the buffer at the chosen offset
3848 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3849 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3851 // count the usage for stats
3852 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3853 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3855 // return the buffer offset
3856 *returnbufferoffset = offset;
3861 //==================================================================================
3863 // LadyHavoc: animcache originally written by Echon, rewritten since then
3866 * Animation cache prevents re-generating mesh data for an animated model
3867 * multiple times in one frame for lighting, shadowing, reflections, etc.
3870 void R_AnimCache_Free(void)
3874 void R_AnimCache_ClearCache(void)
3877 entity_render_t *ent;
3879 for (i = 0;i < r_refdef.scene.numentities;i++)
3881 ent = r_refdef.scene.entities[i];
3882 ent->animcache_vertex3f = NULL;
3883 ent->animcache_vertex3f_vertexbuffer = NULL;
3884 ent->animcache_vertex3f_bufferoffset = 0;
3885 ent->animcache_normal3f = NULL;
3886 ent->animcache_normal3f_vertexbuffer = NULL;
3887 ent->animcache_normal3f_bufferoffset = 0;
3888 ent->animcache_svector3f = NULL;
3889 ent->animcache_svector3f_vertexbuffer = NULL;
3890 ent->animcache_svector3f_bufferoffset = 0;
3891 ent->animcache_tvector3f = NULL;
3892 ent->animcache_tvector3f_vertexbuffer = NULL;
3893 ent->animcache_tvector3f_bufferoffset = 0;
3894 ent->animcache_skeletaltransform3x4 = NULL;
3895 ent->animcache_skeletaltransform3x4buffer = NULL;
3896 ent->animcache_skeletaltransform3x4offset = 0;
3897 ent->animcache_skeletaltransform3x4size = 0;
3901 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3903 dp_model_t *model = ent->model;
3906 // see if this ent is worth caching
3907 if (!model || !model->Draw || !model->AnimateVertices)
3909 // nothing to cache if it contains no animations and has no skeleton
3910 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3912 // see if it is already cached for gpuskeletal
3913 if (ent->animcache_skeletaltransform3x4)
3915 // see if it is already cached as a mesh
3916 if (ent->animcache_vertex3f)
3918 // check if we need to add normals or tangents
3919 if (ent->animcache_normal3f)
3920 wantnormals = false;
3921 if (ent->animcache_svector3f)
3922 wanttangents = false;
3923 if (!wantnormals && !wanttangents)
3927 // check which kind of cache we need to generate
3928 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3930 // cache the skeleton so the vertex shader can use it
3931 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3932 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3933 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3934 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3935 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
3936 // note: this can fail if the buffer is at the grow limit
3937 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3938 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3940 else if (ent->animcache_vertex3f)
3942 // mesh was already cached but we may need to add normals/tangents
3943 // (this only happens with multiple views, reflections, cameras, etc)
3944 if (wantnormals || wanttangents)
3946 numvertices = model->surfmesh.num_vertices;
3948 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3951 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3952 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3954 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3955 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3956 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3957 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3962 // generate mesh cache
3963 numvertices = model->surfmesh.num_vertices;
3964 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3966 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3969 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3970 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3972 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3973 if (wantnormals || wanttangents)
3975 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3976 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3977 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3979 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3980 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3981 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3986 void R_AnimCache_CacheVisibleEntities(void)
3990 // TODO: thread this
3991 // NOTE: R_PrepareRTLights() also caches entities
3993 for (i = 0;i < r_refdef.scene.numentities;i++)
3994 if (r_refdef.viewcache.entityvisible[i])
3995 R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3998 //==================================================================================
4000 qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4002 long unsigned int i;
4004 vec3_t eyemins, eyemaxs;
4005 vec3_t boxmins, boxmaxs;
4006 vec3_t padmins, padmaxs;
4009 dp_model_t *model = r_refdef.scene.worldmodel;
4010 static vec3_t positions[] = {
4011 { 0.5f, 0.5f, 0.5f },
4012 { 0.0f, 0.0f, 0.0f },
4013 { 0.0f, 0.0f, 1.0f },
4014 { 0.0f, 1.0f, 0.0f },
4015 { 0.0f, 1.0f, 1.0f },
4016 { 1.0f, 0.0f, 0.0f },
4017 { 1.0f, 0.0f, 1.0f },
4018 { 1.0f, 1.0f, 0.0f },
4019 { 1.0f, 1.0f, 1.0f },
4022 // sample count can be set to -1 to skip this logic, for flicker-prone objects
4026 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
4027 if (!r_refdef.view.usevieworiginculling)
4030 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
4033 // expand the eye box a little
4034 eyemins[0] = eye[0] - eyejitter;
4035 eyemaxs[0] = eye[0] + eyejitter;
4036 eyemins[1] = eye[1] - eyejitter;
4037 eyemaxs[1] = eye[1] + eyejitter;
4038 eyemins[2] = eye[2] - eyejitter;
4039 eyemaxs[2] = eye[2] + eyejitter;
4040 // expand the box a little
4041 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
4042 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
4043 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
4044 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
4045 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
4046 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
4047 // make an even larger box for the acceptable area
4048 padmins[0] = boxmins[0] - pad;
4049 padmaxs[0] = boxmaxs[0] + pad;
4050 padmins[1] = boxmins[1] - pad;
4051 padmaxs[1] = boxmaxs[1] + pad;
4052 padmins[2] = boxmins[2] - pad;
4053 padmaxs[2] = boxmaxs[2] + pad;
4055 // return true if eye overlaps enlarged box
4056 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
4059 // try specific positions in the box first - note that these can be cached
4060 if (r_cullentities_trace_entityocclusion.integer)
4062 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
4065 VectorCopy(eye, start);
4066 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
4067 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
4068 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
4069 //trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
4070 trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4071 // not picky - if the trace ended anywhere in the box we're good
4072 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4076 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4079 // try various random positions
4080 for (j = 0; j < numsamples; j++)
4082 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
4083 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4084 if (r_cullentities_trace_entityocclusion.integer)
4086 trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
4087 // not picky - if the trace ended anywhere in the box we're good
4088 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4091 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4099 static void R_View_UpdateEntityVisible (void)
4104 entity_render_t *ent;
4106 if (r_refdef.envmap || r_fb.water.hideplayer)
4107 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4108 else if (chase_active.integer || r_fb.water.renderingscene)
4109 renderimask = RENDER_VIEWMODEL;
4111 renderimask = RENDER_EXTERIORMODEL;
4112 if (!r_drawviewmodel.integer)
4113 renderimask |= RENDER_VIEWMODEL;
4114 if (!r_drawexteriormodel.integer)
4115 renderimask |= RENDER_EXTERIORMODEL;
4116 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4117 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4119 // worldmodel can check visibility
4120 for (i = 0;i < r_refdef.scene.numentities;i++)
4122 ent = r_refdef.scene.entities[i];
4123 if (!(ent->flags & renderimask))
4124 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4125 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4126 r_refdef.viewcache.entityvisible[i] = true;
4131 // no worldmodel or it can't check visibility
4132 for (i = 0;i < r_refdef.scene.numentities;i++)
4134 ent = r_refdef.scene.entities[i];
4135 if (!(ent->flags & renderimask))
4136 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4137 r_refdef.viewcache.entityvisible[i] = true;
4140 if (r_cullentities_trace.integer)
4142 for (i = 0;i < r_refdef.scene.numentities;i++)
4144 if (!r_refdef.viewcache.entityvisible[i])
4146 ent = r_refdef.scene.entities[i];
4147 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4149 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4150 if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_cullentities_trace_expand.value, r_cullentities_trace_pad.value, r_refdef.view.origin, ent->mins, ent->maxs))
4151 ent->last_trace_visibility = host.realtime;
4152 if (ent->last_trace_visibility < host.realtime - r_cullentities_trace_delay.value)
4153 r_refdef.viewcache.entityvisible[i] = 0;
4159 /// only used if skyrendermasked, and normally returns false
4160 static int R_DrawBrushModelsSky (void)
4163 entity_render_t *ent;
4166 for (i = 0;i < r_refdef.scene.numentities;i++)
4168 if (!r_refdef.viewcache.entityvisible[i])
4170 ent = r_refdef.scene.entities[i];
4171 if (!ent->model || !ent->model->DrawSky)
4173 ent->model->DrawSky(ent);
4179 static void R_DrawNoModel(entity_render_t *ent);
4180 static void R_DrawModels(void)
4183 entity_render_t *ent;
4185 for (i = 0;i < r_refdef.scene.numentities;i++)
4187 if (!r_refdef.viewcache.entityvisible[i])
4189 ent = r_refdef.scene.entities[i];
4190 r_refdef.stats[r_stat_entities]++;
4192 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4195 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4196 Con_Printf("R_DrawModels\n");
4197 Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
4198 Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
4199 Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
4202 if (ent->model && ent->model->Draw != NULL)
4203 ent->model->Draw(ent);
4209 static void R_DrawModelsDepth(void)
4212 entity_render_t *ent;
4214 for (i = 0;i < r_refdef.scene.numentities;i++)
4216 if (!r_refdef.viewcache.entityvisible[i])
4218 ent = r_refdef.scene.entities[i];
4219 if (ent->model && ent->model->DrawDepth != NULL)
4220 ent->model->DrawDepth(ent);
4224 static void R_DrawModelsDebug(void)
4227 entity_render_t *ent;
4229 for (i = 0;i < r_refdef.scene.numentities;i++)
4231 if (!r_refdef.viewcache.entityvisible[i])
4233 ent = r_refdef.scene.entities[i];
4234 if (ent->model && ent->model->DrawDebug != NULL)
4235 ent->model->DrawDebug(ent);
4239 static void R_DrawModelsAddWaterPlanes(void)
4242 entity_render_t *ent;
4244 for (i = 0;i < r_refdef.scene.numentities;i++)
4246 if (!r_refdef.viewcache.entityvisible[i])
4248 ent = r_refdef.scene.entities[i];
4249 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4250 ent->model->DrawAddWaterPlanes(ent);
4254 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
4256 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4258 if (r_hdr_irisadaptation.integer)
4263 vec3_t diffusenormal;
4265 vec_t brightness = 0.0f;
4270 VectorCopy(r_refdef.view.forward, forward);
4271 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4273 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4274 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4275 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4276 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4277 d = DotProduct(forward, diffusenormal);
4278 brightness += VectorLength(ambient);
4280 brightness += d * VectorLength(diffuse);
4282 brightness *= 1.0f / c;
4283 brightness += 0.00001f; // make sure it's never zero
4284 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4285 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4286 current = r_hdr_irisadaptation_value.value;
4288 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4289 else if (current > goal)
4290 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4291 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4292 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4294 else if (r_hdr_irisadaptation_value.value != 1.0f)
4295 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4298 static void R_View_SetFrustum(const int *scissor)
4301 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4302 vec3_t forward, left, up, origin, v;
4306 // flipped x coordinates (because x points left here)
4307 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4308 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4309 // non-flipped y coordinates
4310 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4311 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4314 // we can't trust r_refdef.view.forward and friends in reflected scenes
4315 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4318 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4319 r_refdef.view.frustum[0].normal[1] = 0 - 0;
4320 r_refdef.view.frustum[0].normal[2] = -1 - 0;
4321 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4322 r_refdef.view.frustum[1].normal[1] = 0 + 0;
4323 r_refdef.view.frustum[1].normal[2] = -1 + 0;
4324 r_refdef.view.frustum[2].normal[0] = 0 - 0;
4325 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4326 r_refdef.view.frustum[2].normal[2] = -1 - 0;
4327 r_refdef.view.frustum[3].normal[0] = 0 + 0;
4328 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4329 r_refdef.view.frustum[3].normal[2] = -1 + 0;
4333 zNear = r_refdef.nearclip;
4334 nudge = 1.0 - 1.0 / (1<<23);
4335 r_refdef.view.frustum[4].normal[0] = 0 - 0;
4336 r_refdef.view.frustum[4].normal[1] = 0 - 0;
4337 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4338 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4339 r_refdef.view.frustum[5].normal[0] = 0 + 0;
4340 r_refdef.view.frustum[5].normal[1] = 0 + 0;
4341 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4342 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4348 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4349 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4350 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4351 r_refdef.view.frustum[0].dist = m[15] - m[12];
4353 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4354 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4355 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4356 r_refdef.view.frustum[1].dist = m[15] + m[12];
4358 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4359 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4360 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4361 r_refdef.view.frustum[2].dist = m[15] - m[13];
4363 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4364 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4365 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4366 r_refdef.view.frustum[3].dist = m[15] + m[13];
4368 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4369 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4370 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4371 r_refdef.view.frustum[4].dist = m[15] - m[14];
4373 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4374 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4375 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4376 r_refdef.view.frustum[5].dist = m[15] + m[14];
4379 if (r_refdef.view.useperspective)
4381 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4382 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
4383 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
4384 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
4385 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
4387 // then the normals from the corners relative to origin
4388 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4389 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4390 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4391 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4393 // in a NORMAL view, forward cross left == up
4394 // in a REFLECTED view, forward cross left == down
4395 // so our cross products above need to be adjusted for a left handed coordinate system
4396 CrossProduct(forward, left, v);
4397 if(DotProduct(v, up) < 0)
4399 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4400 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4401 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4402 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4405 // Leaving those out was a mistake, those were in the old code, and they
4406 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4407 // I couldn't reproduce it after adding those normalizations. --blub
4408 VectorNormalize(r_refdef.view.frustum[0].normal);
4409 VectorNormalize(r_refdef.view.frustum[1].normal);
4410 VectorNormalize(r_refdef.view.frustum[2].normal);
4411 VectorNormalize(r_refdef.view.frustum[3].normal);
4413 // make the corners absolute
4414 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4415 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4416 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4417 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4420 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4422 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4423 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4424 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4425 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4426 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4430 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4431 VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal);
4432 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4433 VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal);
4434 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4435 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4436 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4437 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4438 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4439 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4441 r_refdef.view.numfrustumplanes = 5;
4443 if (r_refdef.view.useclipplane)
4445 r_refdef.view.numfrustumplanes = 6;
4446 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4449 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4450 PlaneClassify(r_refdef.view.frustum + i);
4452 // LadyHavoc: note to all quake engine coders, Quake had a special case
4453 // for 90 degrees which assumed a square view (wrong), so I removed it,
4454 // Quake2 has it disabled as well.
4456 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4457 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4458 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4459 //PlaneClassify(&frustum[0]);
4461 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4462 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4463 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4464 //PlaneClassify(&frustum[1]);
4466 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4467 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4468 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4469 //PlaneClassify(&frustum[2]);
4471 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4472 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4473 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4474 //PlaneClassify(&frustum[3]);
4477 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4478 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4479 //PlaneClassify(&frustum[4]);
4482 static void R_View_UpdateWithScissor(const int *myscissor)
4484 R_Main_ResizeViewCache();
4485 R_View_SetFrustum(myscissor);
4486 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4487 R_View_UpdateEntityVisible();
4490 static void R_View_Update(void)
4492 R_Main_ResizeViewCache();
4493 R_View_SetFrustum(NULL);
4494 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4495 R_View_UpdateEntityVisible();
4498 float viewscalefpsadjusted = 1.0f;
4500 void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4502 const float *customclipplane = NULL;
4504 int /*rtwidth,*/ rtheight;
4505 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4507 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4508 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4509 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4510 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4511 dist = r_refdef.view.clipplane.dist;
4512 plane[0] = r_refdef.view.clipplane.normal[0];
4513 plane[1] = r_refdef.view.clipplane.normal[1];
4514 plane[2] = r_refdef.view.clipplane.normal[2];
4516 customclipplane = plane;
4519 //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4520 rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4522 if (!r_refdef.view.useperspective)
4523 R_Viewport_InitOrtho3D(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
4524 else if (vid.stencil && r_useinfinitefarclip.integer)
4525 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
4527 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
4528 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4529 R_SetViewport(&r_refdef.view.viewport);
4532 void R_EntityMatrix(const matrix4x4_t *matrix)
4534 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4536 gl_modelmatrixchanged = false;
4537 gl_modelmatrix = *matrix;
4538 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4539 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4540 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4541 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4543 switch(vid.renderpath)
4545 case RENDERPATH_GL32:
4546 case RENDERPATH_GLES2:
4547 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4548 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4554 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4556 r_viewport_t viewport;
4560 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4561 R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4562 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4563 R_SetViewport(&viewport);
4564 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4565 GL_Color(1, 1, 1, 1);
4566 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4567 GL_BlendFunc(GL_ONE, GL_ZERO);
4568 GL_ScissorTest(false);
4569 GL_DepthMask(false);
4570 GL_DepthRange(0, 1);
4571 GL_DepthTest(false);
4572 GL_DepthFunc(GL_LEQUAL);
4573 R_EntityMatrix(&identitymatrix);
4574 R_Mesh_ResetTextureState();
4575 GL_PolygonOffset(0, 0);
4576 switch(vid.renderpath)
4578 case RENDERPATH_GL32:
4579 case RENDERPATH_GLES2:
4580 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4583 GL_CullFace(GL_NONE);
4588 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4590 R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4593 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4595 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4596 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4597 GL_Color(1, 1, 1, 1);
4598 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4599 GL_BlendFunc(GL_ONE, GL_ZERO);
4600 GL_ScissorTest(true);
4602 GL_DepthRange(0, 1);
4604 GL_DepthFunc(GL_LEQUAL);
4605 R_EntityMatrix(&identitymatrix);
4606 R_Mesh_ResetTextureState();
4607 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4608 switch(vid.renderpath)
4610 case RENDERPATH_GL32:
4611 case RENDERPATH_GLES2:
4612 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4615 GL_CullFace(r_refdef.view.cullface_back);
4620 R_RenderView_UpdateViewVectors
4623 void R_RenderView_UpdateViewVectors(void)
4625 // break apart the view matrix into vectors for various purposes
4626 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4627 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4628 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4629 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4630 // make an inverted copy of the view matrix for tracking sprites
4631 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4634 void R_RenderTarget_FreeUnused(qboolean force)
4636 unsigned int i, j, end;
4637 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4638 for (i = 0; i < end; i++)
4640 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4641 // free resources for rendertargets that have not been used for a while
4642 // (note: this check is run after the frame render, so any targets used
4643 // this frame will not be affected even at low framerates)
4644 if (r && (host.realtime - r->lastusetime > 0.2 || force))
4647 R_Mesh_DestroyFramebufferObject(r->fbo);
4648 for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4649 if (r->colortexture[j])
4650 R_FreeTexture(r->colortexture[j]);
4651 if (r->depthtexture)
4652 R_FreeTexture(r->depthtexture);
4653 Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4658 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4660 float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4664 y2 = (th - y - h) * ih;
4675 r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qboolean depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3)
4677 unsigned int i, j, end;
4678 r_rendertarget_t *r = NULL;
4680 // first try to reuse an existing slot if possible
4681 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4682 for (i = 0; i < end; i++)
4684 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4685 if (r && r->lastusetime != host.realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
4690 // no unused exact match found, so we have to make one in the first unused slot
4691 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4692 r->texturewidth = texturewidth;
4693 r->textureheight = textureheight;
4694 r->colortextype[0] = colortextype0;
4695 r->colortextype[1] = colortextype1;
4696 r->colortextype[2] = colortextype2;
4697 r->colortextype[3] = colortextype3;
4698 r->depthtextype = depthtextype;
4699 r->depthisrenderbuffer = depthisrenderbuffer;
4700 for (j = 0; j < 4; j++)
4701 if (r->colortextype[j])
4702 r->colortexture[j] = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_%i_type%i", i, j, (int)r->colortextype[j]), r->texturewidth, r->textureheight, NULL, r->colortextype[j], TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4703 if (r->depthtextype)
4705 if (r->depthisrenderbuffer)
4706 r->depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, va(vabuf, sizeof(vabuf), "renderbuffer%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, r->depthtextype);
4708 r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4710 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4712 r_refdef.stats[r_stat_rendertargets_used]++;
4713 r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4714 r->lastusetime = host.realtime;
4715 R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4719 static void R_Water_StartFrame(int viewwidth, int viewheight)
4721 int waterwidth, waterheight;
4723 if (viewwidth > (int)vid.maxtexturesize_2d || viewheight > (int)vid.maxtexturesize_2d)
4726 // set waterwidth and waterheight to the water resolution that will be
4727 // used (often less than the screen resolution for faster rendering)
4728 waterwidth = (int)bound(16, viewwidth * r_water_resolutionmultiplier.value, viewwidth);
4729 waterheight = (int)bound(16, viewheight * r_water_resolutionmultiplier.value, viewheight);
4731 if (!r_water.integer || r_showsurfaces.integer)
4732 waterwidth = waterheight = 0;
4734 // set up variables that will be used in shader setup
4735 r_fb.water.waterwidth = waterwidth;
4736 r_fb.water.waterheight = waterheight;
4737 r_fb.water.texturewidth = waterwidth;
4738 r_fb.water.textureheight = waterheight;
4739 r_fb.water.camerawidth = waterwidth;
4740 r_fb.water.cameraheight = waterheight;
4741 r_fb.water.screenscale[0] = 0.5f;
4742 r_fb.water.screenscale[1] = 0.5f;
4743 r_fb.water.screencenter[0] = 0.5f;
4744 r_fb.water.screencenter[1] = 0.5f;
4745 r_fb.water.enabled = waterwidth != 0;
4747 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4748 r_fb.water.numwaterplanes = 0;
4751 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4753 int planeindex, bestplaneindex, vertexindex;
4754 vec3_t mins, maxs, normal, center, v, n;
4755 vec_t planescore, bestplanescore;
4757 r_waterstate_waterplane_t *p;
4758 texture_t *t = R_GetCurrentTexture(surface->texture);
4760 rsurface.texture = t;
4761 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4762 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4763 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4765 // average the vertex normals, find the surface bounds (after deformvertexes)
4766 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4767 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4768 VectorCopy(n, normal);
4769 VectorCopy(v, mins);
4770 VectorCopy(v, maxs);
4771 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4773 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4774 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4775 VectorAdd(normal, n, normal);
4776 mins[0] = min(mins[0], v[0]);
4777 mins[1] = min(mins[1], v[1]);
4778 mins[2] = min(mins[2], v[2]);
4779 maxs[0] = max(maxs[0], v[0]);
4780 maxs[1] = max(maxs[1], v[1]);
4781 maxs[2] = max(maxs[2], v[2]);
4783 VectorNormalize(normal);
4784 VectorMAM(0.5f, mins, 0.5f, maxs, center);
4786 VectorCopy(normal, plane.normal);
4787 VectorNormalize(plane.normal);
4788 plane.dist = DotProduct(center, plane.normal);
4789 PlaneClassify(&plane);
4790 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4792 // skip backfaces (except if nocullface is set)
4793 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4795 VectorNegate(plane.normal, plane.normal);
4797 PlaneClassify(&plane);
4801 // find a matching plane if there is one
4802 bestplaneindex = -1;
4803 bestplanescore = 1048576.0f;
4804 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4806 if(p->camera_entity == t->camera_entity)
4808 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4809 if (bestplaneindex < 0 || bestplanescore > planescore)
4811 bestplaneindex = planeindex;
4812 bestplanescore = planescore;
4816 planeindex = bestplaneindex;
4818 // if this surface does not fit any known plane rendered this frame, add one
4819 if (planeindex < 0 || bestplanescore > 0.001f)
4821 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4823 // store the new plane
4824 planeindex = r_fb.water.numwaterplanes++;
4825 p = r_fb.water.waterplanes + planeindex;
4827 // clear materialflags and pvs
4828 p->materialflags = 0;
4829 p->pvsvalid = false;
4830 p->camera_entity = t->camera_entity;
4831 VectorCopy(mins, p->mins);
4832 VectorCopy(maxs, p->maxs);
4836 // We're totally screwed.
4842 // merge mins/maxs when we're adding this surface to the plane
4843 p = r_fb.water.waterplanes + planeindex;
4844 p->mins[0] = min(p->mins[0], mins[0]);
4845 p->mins[1] = min(p->mins[1], mins[1]);
4846 p->mins[2] = min(p->mins[2], mins[2]);
4847 p->maxs[0] = max(p->maxs[0], maxs[0]);
4848 p->maxs[1] = max(p->maxs[1], maxs[1]);
4849 p->maxs[2] = max(p->maxs[2], maxs[2]);
4851 // merge this surface's materialflags into the waterplane
4852 p->materialflags |= t->currentmaterialflags;
4853 if(!(p->materialflags & MATERIALFLAG_CAMERA))
4855 // merge this surface's PVS into the waterplane
4856 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4857 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4859 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4865 extern cvar_t r_drawparticles;
4866 extern cvar_t r_drawdecals;
4868 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4871 r_refdef_view_t originalview;
4872 r_refdef_view_t myview;
4873 int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
4874 r_waterstate_waterplane_t *p;
4876 r_rendertarget_t *rt;
4878 originalview = r_refdef.view;
4880 // lowquality hack, temporarily shut down some cvars and restore afterwards
4881 qualityreduction = r_water_lowquality.integer;
4882 if (qualityreduction > 0)
4884 if (qualityreduction >= 1)
4886 old_r_shadows = r_shadows.integer;
4887 old_r_worldrtlight = r_shadow_realtime_world.integer;
4888 old_r_dlight = r_shadow_realtime_dlight.integer;
4889 Cvar_SetValueQuick(&r_shadows, 0);
4890 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4891 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4893 if (qualityreduction >= 2)
4895 old_r_dynamic = r_dynamic.integer;
4896 old_r_particles = r_drawparticles.integer;
4897 old_r_decals = r_drawdecals.integer;
4898 Cvar_SetValueQuick(&r_dynamic, 0);
4899 Cvar_SetValueQuick(&r_drawparticles, 0);
4900 Cvar_SetValueQuick(&r_drawdecals, 0);
4904 for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4906 p->rt_reflection = NULL;
4907 p->rt_refraction = NULL;
4908 p->rt_camera = NULL;
4912 r_refdef.view = originalview;
4913 r_refdef.view.showdebug = false;
4914 r_refdef.view.width = r_fb.water.waterwidth;
4915 r_refdef.view.height = r_fb.water.waterheight;
4916 r_refdef.view.useclipplane = true;
4917 myview = r_refdef.view;
4918 r_fb.water.renderingscene = true;
4919 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4921 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4924 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4926 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4927 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4929 r_refdef.view = myview;
4930 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4931 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4932 if(r_water_scissormode.integer)
4934 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4935 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4937 p->rt_reflection = NULL;
4938 p->rt_refraction = NULL;
4939 p->rt_camera = NULL;
4944 r_refdef.view.clipplane = p->plane;
4945 // reflected view origin may be in solid, so don't cull with it
4946 r_refdef.view.usevieworiginculling = false;
4947 // reverse the cullface settings for this render
4948 r_refdef.view.cullface_front = GL_FRONT;
4949 r_refdef.view.cullface_back = GL_BACK;
4950 // combined pvs (based on what can be seen from each surface center)
4951 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4953 r_refdef.view.usecustompvs = true;
4955 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4957 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4960 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4961 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4962 GL_ScissorTest(false);
4963 R_ClearScreen(r_refdef.fogenabled);
4964 GL_ScissorTest(true);
4965 if(r_water_scissormode.integer & 2)
4966 R_View_UpdateWithScissor(myscissor);
4969 R_AnimCache_CacheVisibleEntities();
4970 if(r_water_scissormode.integer & 1)
4971 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4972 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4974 r_fb.water.hideplayer = false;
4975 p->rt_reflection = rt;
4978 // render the normal view scene and copy into texture
4979 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
4980 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4982 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4983 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4985 r_refdef.view = myview;
4986 if(r_water_scissormode.integer)
4988 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4989 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4991 p->rt_reflection = NULL;
4992 p->rt_refraction = NULL;
4993 p->rt_camera = NULL;
4998 // combined pvs (based on what can be seen from each surface center)
4999 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5001 r_refdef.view.usecustompvs = true;
5003 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5005 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5008 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
5010 r_refdef.view.clipplane = p->plane;
5011 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5012 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5014 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5016 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5017 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5018 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5019 R_RenderView_UpdateViewVectors();
5020 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5022 r_refdef.view.usecustompvs = true;
5023 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5027 PlaneClassify(&r_refdef.view.clipplane);
5029 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5030 GL_ScissorTest(false);
5031 R_ClearScreen(r_refdef.fogenabled);
5032 GL_ScissorTest(true);
5033 if(r_water_scissormode.integer & 2)
5034 R_View_UpdateWithScissor(myscissor);
5037 R_AnimCache_CacheVisibleEntities();
5038 if(r_water_scissormode.integer & 1)
5039 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5040 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5042 r_fb.water.hideplayer = false;
5043 p->rt_refraction = rt;
5045 else if (p->materialflags & MATERIALFLAG_CAMERA)
5047 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5048 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
5050 r_refdef.view = myview;
5052 r_refdef.view.clipplane = p->plane;
5053 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5054 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5056 r_refdef.view.width = r_fb.water.camerawidth;
5057 r_refdef.view.height = r_fb.water.cameraheight;
5058 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5059 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5060 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5061 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5063 if(p->camera_entity)
5065 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5066 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5069 // note: all of the view is used for displaying... so
5070 // there is no use in scissoring
5072 // reverse the cullface settings for this render
5073 r_refdef.view.cullface_front = GL_FRONT;
5074 r_refdef.view.cullface_back = GL_BACK;
5075 // also reverse the view matrix
5076 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
5077 R_RenderView_UpdateViewVectors();
5078 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5080 r_refdef.view.usecustompvs = true;
5081 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5084 // camera needs no clipplane
5085 r_refdef.view.useclipplane = false;
5086 // TODO: is the camera origin always valid? if so we don't need to clear this
5087 r_refdef.view.usevieworiginculling = false;
5089 PlaneClassify(&r_refdef.view.clipplane);
5091 r_fb.water.hideplayer = false;
5093 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5094 GL_ScissorTest(false);
5095 R_ClearScreen(r_refdef.fogenabled);
5096 GL_ScissorTest(true);
5098 R_AnimCache_CacheVisibleEntities();
5099 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5101 r_fb.water.hideplayer = false;
5106 r_fb.water.renderingscene = false;
5107 r_refdef.view = originalview;
5108 R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5110 R_AnimCache_CacheVisibleEntities();
5113 r_refdef.view = originalview;
5114 r_fb.water.renderingscene = false;
5115 Cvar_SetValueQuick(&r_water, 0);
5116 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5118 // lowquality hack, restore cvars
5119 if (qualityreduction > 0)
5121 if (qualityreduction >= 1)
5123 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5124 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5125 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5127 if (qualityreduction >= 2)
5129 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5130 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5131 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5136 static void R_Bloom_StartFrame(void)
5138 int screentexturewidth, screentextureheight;
5139 textype_t textype = TEXTYPE_COLORBUFFER;
5142 // clear the pointers to rendertargets from last frame as they're stale
5143 r_fb.rt_screen = NULL;
5144 r_fb.rt_bloom = NULL;
5146 switch (vid.renderpath)
5148 case RENDERPATH_GL32:
5149 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5150 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5151 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5153 case RENDERPATH_GLES2:
5154 r_fb.usedepthtextures = false;
5158 if (r_viewscale_fpsscaling.integer)
5160 double actualframetime;
5161 double targetframetime;
5163 actualframetime = r_refdef.lastdrawscreentime;
5164 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5165 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5166 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5167 if (r_viewscale_fpsscaling_stepsize.value > 0)
5170 adjust = floor(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5172 adjust = ceil(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5174 viewscalefpsadjusted += adjust;
5175 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5178 viewscalefpsadjusted = 1.0f;
5180 scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5182 scale *= sqrt(vid.samples); // supersampling
5183 scale = bound(0.03125f, scale, 4.0f);
5184 screentexturewidth = (int)ceil(r_refdef.view.width * scale);
5185 screentextureheight = (int)ceil(r_refdef.view.height * scale);
5186 screentexturewidth = bound(1, screentexturewidth, (int)vid.maxtexturesize_2d);
5187 screentextureheight = bound(1, screentextureheight, (int)vid.maxtexturesize_2d);
5189 // set bloomwidth and bloomheight to the bloom resolution that will be
5190 // used (often less than the screen resolution for faster rendering)
5191 r_fb.bloomheight = bound(1, r_bloom_resolution.value * 0.75f, screentextureheight);
5192 r_fb.bloomwidth = r_fb.bloomheight * screentexturewidth / screentextureheight;
5193 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, screentexturewidth);
5194 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5195 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5197 if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
5199 Cvar_SetValueQuick(&r_bloom, 0);
5200 Cvar_SetValueQuick(&r_motionblur, 0);
5201 Cvar_SetValueQuick(&r_damageblur, 0);
5203 if (!r_bloom.integer)
5204 r_fb.bloomwidth = r_fb.bloomheight = 0;
5206 // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5207 if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5209 if (r_fb.ghosttexture)
5210 R_FreeTexture(r_fb.ghosttexture);
5211 r_fb.ghosttexture = NULL;
5213 r_fb.screentexturewidth = screentexturewidth;
5214 r_fb.screentextureheight = screentextureheight;
5215 r_fb.textype = textype;
5217 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5219 if (r_motionblur.value > 0 || r_damageblur.value > 0)
5220 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5221 r_fb.ghosttexture_valid = false;
5225 r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5227 r_refdef.view.clear = true;
5230 static void R_Bloom_MakeTexture(void)
5233 float xoffset, yoffset, r, brighten;
5234 float colorscale = r_bloom_colorscale.value;
5235 r_viewport_t bloomviewport;
5236 r_rendertarget_t *prev, *cur;
5237 textype_t textype = r_fb.rt_screen->colortextype[0];
5239 r_refdef.stats[r_stat_bloom]++;
5241 R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5243 // scale down screen texture to the bloom texture size
5245 prev = r_fb.rt_screen;
5246 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5247 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5248 R_SetViewport(&bloomviewport);
5249 GL_CullFace(GL_NONE);
5250 GL_DepthTest(false);
5251 GL_BlendFunc(GL_ONE, GL_ZERO);
5252 GL_Color(colorscale, colorscale, colorscale, 1);
5253 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5254 // TODO: do boxfilter scale-down in shader?
5255 R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5256 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5257 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5258 // we now have a properly scaled bloom image
5260 // multiply bloom image by itself as many times as desired to darken it
5261 // TODO: if people actually use this it could be done more quickly in the previous shader pass
5262 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5265 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5266 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5268 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5270 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5271 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5272 GL_Color(1,1,1,1); // no fix factor supported here
5273 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5274 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5275 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5276 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5280 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5281 brighten = r_bloom_brighten.value;
5282 brighten = sqrt(brighten);
5284 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5286 for (dir = 0;dir < 2;dir++)
5289 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5290 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5291 // blend on at multiple vertical offsets to achieve a vertical blur
5292 // TODO: do offset blends using GLSL
5293 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5295 GL_BlendFunc(GL_ONE, GL_ZERO);
5297 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5299 for (x = -range;x <= range;x++)
5301 if (!dir){xoffset = 0;yoffset = x;}
5302 else {xoffset = x;yoffset = 0;}
5303 xoffset /= (float)prev->texturewidth;
5304 yoffset /= (float)prev->textureheight;
5305 // compute a texcoord array with the specified x and y offset
5306 r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5307 r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5308 r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5309 r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5310 r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5311 r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5312 r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5313 r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5314 // this r value looks like a 'dot' particle, fading sharply to
5315 // black at the edges
5316 // (probably not realistic but looks good enough)
5317 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5318 //r = brighten/(range*2+1);
5319 r = brighten / (range * 2 + 1);
5321 r *= (1 - x*x/(float)((range+1)*(range+1)));
5325 GL_Color(r, r, r, 1);
5327 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5329 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5330 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5332 GL_BlendFunc(GL_ONE, GL_ONE);
5337 // now we have the bloom image, so keep track of it
5338 r_fb.rt_bloom = cur;
5341 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5343 uint64_t permutation;
5344 float uservecs[4][4];
5345 rtexture_t *viewtexture;
5346 rtexture_t *bloomtexture;
5348 R_EntityMatrix(&identitymatrix);
5350 if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5352 // declare variables
5353 float blur_factor, blur_mouseaccel, blur_velocity;
5354 static float blur_average;
5355 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5357 // set a goal for the factoring
5358 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
5359 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5360 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
5361 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5362 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
5363 + (blur_mouseaccel * r_motionblur_mousefactor.value));
5365 // from the goal, pick an averaged value between goal and last value
5366 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5367 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5369 // enforce minimum amount of blur
5370 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5372 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5374 // calculate values into a standard alpha
5375 cl.motionbluralpha = 1 - exp(-
5377 (r_motionblur.value * blur_factor / 80)
5379 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5382 max(0.0001, cl.time - cl.oldtime) // fps independent
5385 // randomization for the blur value to combat persistent ghosting
5386 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5387 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5390 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5391 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5393 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5394 GL_Color(1, 1, 1, cl.motionbluralpha);
5395 R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5396 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5397 R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5398 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5399 r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5402 // updates old view angles for next pass
5403 VectorCopy(cl.viewangles, blur_oldangles);
5405 // copy view into the ghost texture
5406 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5407 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5408 r_fb.ghosttexture_valid = true;
5411 if (r_fb.bloomwidth)
5413 // make the bloom texture
5414 R_Bloom_MakeTexture();
5417 #if _MSC_VER >= 1400
5418 #define sscanf sscanf_s
5420 memset(uservecs, 0, sizeof(uservecs));
5421 if (r_glsl_postprocess_uservec1_enable.integer)
5422 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5423 if (r_glsl_postprocess_uservec2_enable.integer)
5424 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5425 if (r_glsl_postprocess_uservec3_enable.integer)
5426 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5427 if (r_glsl_postprocess_uservec4_enable.integer)
5428 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5430 // render to the screen fbo
5431 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5432 GL_Color(1, 1, 1, 1);
5433 GL_BlendFunc(GL_ONE, GL_ZERO);
5435 viewtexture = r_fb.rt_screen->colortexture[0];
5436 bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5438 if (r_rendertarget_debug.integer >= 0)
5440 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5441 if (rt && rt->colortexture[0])
5443 viewtexture = rt->colortexture[0];
5444 bloomtexture = NULL;
5448 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5449 switch(vid.renderpath)
5451 case RENDERPATH_GL32:
5452 case RENDERPATH_GLES2:
5454 (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5455 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5456 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5457 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5458 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5459 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5460 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
5461 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
5462 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
5463 if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
5464 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5465 if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
5466 if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
5467 if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
5468 if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
5469 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
5470 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
5471 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
5472 if (r_glsl_permutation->loc_ColorFringe >= 0) qglUniform1f(r_glsl_permutation->loc_ColorFringe, r_colorfringe.value );
5475 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5476 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5479 matrix4x4_t r_waterscrollmatrix;
5481 void R_UpdateFog(void)
5484 if (gamemode == GAME_NEHAHRA)
5486 if (gl_fogenable.integer)
5488 r_refdef.oldgl_fogenable = true;
5489 r_refdef.fog_density = gl_fogdensity.value;
5490 r_refdef.fog_red = gl_fogred.value;
5491 r_refdef.fog_green = gl_foggreen.value;
5492 r_refdef.fog_blue = gl_fogblue.value;
5493 r_refdef.fog_alpha = 1;
5494 r_refdef.fog_start = 0;
5495 r_refdef.fog_end = gl_skyclip.value;
5496 r_refdef.fog_height = 1<<30;
5497 r_refdef.fog_fadedepth = 128;
5499 else if (r_refdef.oldgl_fogenable)
5501 r_refdef.oldgl_fogenable = false;
5502 r_refdef.fog_density = 0;
5503 r_refdef.fog_red = 0;
5504 r_refdef.fog_green = 0;
5505 r_refdef.fog_blue = 0;
5506 r_refdef.fog_alpha = 0;
5507 r_refdef.fog_start = 0;
5508 r_refdef.fog_end = 0;
5509 r_refdef.fog_height = 1<<30;
5510 r_refdef.fog_fadedepth = 128;
5515 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5516 r_refdef.fog_start = max(0, r_refdef.fog_start);
5517 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5519 if (r_refdef.fog_density && r_drawfog.integer)
5521 r_refdef.fogenabled = true;
5522 // this is the point where the fog reaches 0.9986 alpha, which we
5523 // consider a good enough cutoff point for the texture
5524 // (0.9986 * 256 == 255.6)
5525 if (r_fog_exp2.integer)
5526 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5528 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5529 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5530 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5531 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5532 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5533 R_BuildFogHeightTexture();
5534 // fog color was already set
5535 // update the fog texture
5536 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
5537 R_BuildFogTexture();
5538 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5539 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5542 r_refdef.fogenabled = false;
5545 if (r_refdef.fog_density)
5547 r_refdef.fogcolor[0] = r_refdef.fog_red;
5548 r_refdef.fogcolor[1] = r_refdef.fog_green;
5549 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5551 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5552 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5553 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5554 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5558 VectorCopy(r_refdef.fogcolor, fogvec);
5559 // color.rgb *= ContrastBoost * SceneBrightness;
5560 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5561 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5562 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5563 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5568 void R_UpdateVariables(void)
5572 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5574 r_refdef.farclip = r_farclip_base.value;
5575 if (r_refdef.scene.worldmodel)
5576 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5577 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5579 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5580 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5581 r_refdef.polygonfactor = 0;
5582 r_refdef.polygonoffset = 0;
5584 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5585 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5586 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5587 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5588 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5589 if (r_refdef.scene.worldmodel)
5591 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5593 if (r_showsurfaces.integer)
5595 r_refdef.scene.rtworld = false;
5596 r_refdef.scene.rtworldshadows = false;
5597 r_refdef.scene.rtdlight = false;
5598 r_refdef.scene.rtdlightshadows = false;
5599 r_refdef.scene.lightmapintensity = 0;
5602 r_gpuskeletal = false;
5603 switch(vid.renderpath)
5605 case RENDERPATH_GL32:
5606 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5607 case RENDERPATH_GLES2:
5608 if(!vid_gammatables_trivial)
5610 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5612 // build GLSL gamma texture
5613 #define RAMPWIDTH 256
5614 unsigned short ramp[RAMPWIDTH * 3];
5615 unsigned char rampbgr[RAMPWIDTH][4];
5618 r_texture_gammaramps_serial = vid_gammatables_serial;
5620 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5621 for(i = 0; i < RAMPWIDTH; ++i)
5623 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5624 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5625 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5628 if (r_texture_gammaramps)
5630 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
5634 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5640 // remove GLSL gamma texture
5646 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5647 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5653 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5654 if( scenetype != r_currentscenetype ) {
5655 // store the old scenetype
5656 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5657 r_currentscenetype = scenetype;
5658 // move in the new scene
5659 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5668 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5670 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
5671 if( scenetype == r_currentscenetype ) {
5672 return &r_refdef.scene;
5674 return &r_scenes_store[ scenetype ];
5678 static int R_SortEntities_Compare(const void *ap, const void *bp)
5680 const entity_render_t *a = *(const entity_render_t **)ap;
5681 const entity_render_t *b = *(const entity_render_t **)bp;
5684 if(a->model < b->model)
5686 if(a->model > b->model)
5690 // TODO possibly calculate the REAL skinnum here first using
5692 if(a->skinnum < b->skinnum)
5694 if(a->skinnum > b->skinnum)
5697 // everything we compared is equal
5700 static void R_SortEntities(void)
5702 // below or equal 2 ents, sorting never gains anything
5703 if(r_refdef.scene.numentities <= 2)
5706 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5714 extern cvar_t r_shadow_bouncegrid;
5715 extern cvar_t v_isometric;
5716 extern void V_MakeViewIsometric(void);
5717 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5719 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5721 rtexture_t *viewdepthtexture = NULL;
5722 rtexture_t *viewcolortexture = NULL;
5723 int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5725 // finish any 2D rendering that was queued
5728 if (r_timereport_active)
5729 R_TimeReport("start");
5730 r_textureframe++; // used only by R_GetCurrentTexture
5731 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5733 if(R_CompileShader_CheckStaticParms())
5734 R_GLSL_Restart_f(&cmd_client);
5736 if (!r_drawentities.integer)
5737 r_refdef.scene.numentities = 0;
5738 else if (r_sortentities.integer)
5741 R_AnimCache_ClearCache();
5743 /* adjust for stereo display */
5744 if(R_Stereo_Active())
5746 Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1);
5747 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5750 if (r_refdef.view.isoverlay)
5752 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5753 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5754 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5755 R_TimeReport("depthclear");
5757 r_refdef.view.showdebug = false;
5759 r_fb.water.enabled = false;
5760 r_fb.water.numwaterplanes = 0;
5762 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5764 r_refdef.view.matrix = originalmatrix;
5770 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5772 r_refdef.view.matrix = originalmatrix;
5776 r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5777 if (v_isometric.integer && r_refdef.view.ismain)
5778 V_MakeViewIsometric();
5780 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5782 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5783 // in sRGB fallback, behave similar to true sRGB: convert this
5784 // value from linear to sRGB
5785 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5787 R_RenderView_UpdateViewVectors();
5789 R_Shadow_UpdateWorldLightSelection();
5791 // this will set up r_fb.rt_screen
5792 R_Bloom_StartFrame();
5794 // apply bloom brightness offset
5796 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5798 // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5801 viewfbo = r_fb.rt_screen->fbo;
5802 viewdepthtexture = r_fb.rt_screen->depthtexture;
5803 viewcolortexture = r_fb.rt_screen->colortexture[0];
5806 viewwidth = r_fb.rt_screen->texturewidth;
5807 viewheight = r_fb.rt_screen->textureheight;
5810 R_Water_StartFrame(viewwidth, viewheight);
5813 if (r_timereport_active)
5814 R_TimeReport("viewsetup");
5816 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5818 // clear the whole fbo every frame - otherwise the driver will consider
5819 // it to be an inter-frame texture and stall in multi-gpu configurations
5821 GL_ScissorTest(false);
5822 R_ClearScreen(r_refdef.fogenabled);
5823 if (r_timereport_active)
5824 R_TimeReport("viewclear");
5826 r_refdef.view.clear = true;
5828 r_refdef.view.showdebug = true;
5831 if (r_timereport_active)
5832 R_TimeReport("visibility");
5834 R_AnimCache_CacheVisibleEntities();
5835 if (r_timereport_active)
5836 R_TimeReport("animcache");
5838 R_Shadow_UpdateBounceGridTexture();
5839 // R_Shadow_UpdateBounceGridTexture called R_TimeReport a few times internally, so we don't need to do that here.
5841 r_fb.water.numwaterplanes = 0;
5842 if (r_fb.water.enabled)
5843 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5845 // for the actual view render we use scissoring a fair amount, so scissor
5846 // test needs to be on
5848 GL_ScissorTest(true);
5849 GL_Scissor(viewx, viewy, viewwidth, viewheight);
5850 R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5851 r_fb.water.numwaterplanes = 0;
5853 // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5854 GL_ScissorTest(false);
5856 R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5857 if (r_timereport_active)
5858 R_TimeReport("blendview");
5860 r_refdef.view.matrix = originalmatrix;
5864 // go back to 2d rendering
5868 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5870 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5872 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5873 if (r_timereport_active)
5874 R_TimeReport("waterworld");
5877 // don't let sound skip if going slow
5878 if (r_refdef.scene.extraupdate)
5881 R_DrawModelsAddWaterPlanes();
5882 if (r_timereport_active)
5883 R_TimeReport("watermodels");
5885 if (r_fb.water.numwaterplanes)
5887 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5888 if (r_timereport_active)
5889 R_TimeReport("waterscenes");
5893 extern cvar_t cl_locs_show;
5894 static void R_DrawLocs(void);
5895 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5896 static void R_DrawModelDecals(void);
5897 extern qboolean r_shadow_usingdeferredprepass;
5898 extern int r_shadow_shadowmapatlas_modelshadows_size;
5899 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5901 qboolean shadowmapping = false;
5903 if (r_timereport_active)
5904 R_TimeReport("beginscene");
5906 r_refdef.stats[r_stat_renders]++;
5910 // don't let sound skip if going slow
5911 if (r_refdef.scene.extraupdate)
5914 R_MeshQueue_BeginScene();
5918 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
5920 if (r_timereport_active)
5921 R_TimeReport("skystartframe");
5923 if (cl.csqc_vidvars.drawworld)
5925 // don't let sound skip if going slow
5926 if (r_refdef.scene.extraupdate)
5929 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5931 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5932 if (r_timereport_active)
5933 R_TimeReport("worldsky");
5936 if (R_DrawBrushModelsSky() && r_timereport_active)
5937 R_TimeReport("bmodelsky");
5939 if (skyrendermasked && skyrenderlater)
5941 // we have to force off the water clipping plane while rendering sky
5942 R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5944 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5945 if (r_timereport_active)
5946 R_TimeReport("sky");
5950 // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5951 r_shadow_viewfbo = viewfbo;
5952 r_shadow_viewdepthtexture = viewdepthtexture;
5953 r_shadow_viewcolortexture = viewcolortexture;
5954 r_shadow_viewx = viewx;
5955 r_shadow_viewy = viewy;
5956 r_shadow_viewwidth = viewwidth;
5957 r_shadow_viewheight = viewheight;
5959 R_Shadow_PrepareModelShadows();
5960 R_Shadow_PrepareLights();
5961 if (r_timereport_active)
5962 R_TimeReport("preparelights");
5964 // render all the shadowmaps that will be used for this view
5965 shadowmapping = R_Shadow_ShadowMappingEnabled();
5966 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5968 R_Shadow_DrawShadowMaps();
5969 if (r_timereport_active)
5970 R_TimeReport("shadowmaps");
5973 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5974 if (r_shadow_usingdeferredprepass)
5975 R_Shadow_DrawPrepass();
5977 // now we begin the forward pass of the view render
5978 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5980 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5981 if (r_timereport_active)
5982 R_TimeReport("worlddepth");
5984 if (r_depthfirst.integer >= 2)
5986 R_DrawModelsDepth();
5987 if (r_timereport_active)
5988 R_TimeReport("modeldepth");
5991 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5993 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5994 if (r_timereport_active)
5995 R_TimeReport("world");
5998 // don't let sound skip if going slow
5999 if (r_refdef.scene.extraupdate)
6003 if (r_timereport_active)
6004 R_TimeReport("models");
6006 // don't let sound skip if going slow
6007 if (r_refdef.scene.extraupdate)
6010 if (!r_shadow_usingdeferredprepass)
6012 R_Shadow_DrawLights();
6013 if (r_timereport_active)
6014 R_TimeReport("rtlights");
6017 // don't let sound skip if going slow
6018 if (r_refdef.scene.extraupdate)
6021 if (cl.csqc_vidvars.drawworld)
6023 R_DrawModelDecals();
6024 if (r_timereport_active)
6025 R_TimeReport("modeldecals");
6028 if (r_timereport_active)
6029 R_TimeReport("particles");
6032 if (r_timereport_active)
6033 R_TimeReport("explosions");
6036 if (r_refdef.view.showdebug)
6038 if (cl_locs_show.integer)
6041 if (r_timereport_active)
6042 R_TimeReport("showlocs");
6045 if (r_drawportals.integer)
6048 if (r_timereport_active)
6049 R_TimeReport("portals");
6052 if (r_showbboxes_client.value > 0)
6054 R_DrawEntityBBoxes(CLVM_prog);
6055 if (r_timereport_active)
6056 R_TimeReport("clbboxes");
6058 if (r_showbboxes.value > 0)
6060 R_DrawEntityBBoxes(SVVM_prog);
6061 if (r_timereport_active)
6062 R_TimeReport("svbboxes");
6066 if (r_transparent.integer)
6068 R_MeshQueue_RenderTransparent();
6069 if (r_timereport_active)
6070 R_TimeReport("drawtrans");
6073 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0 || r_showoverdraw.value > 0))
6075 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
6076 if (r_timereport_active)
6077 R_TimeReport("worlddebug");
6078 R_DrawModelsDebug();
6079 if (r_timereport_active)
6080 R_TimeReport("modeldebug");
6083 if (cl.csqc_vidvars.drawworld)
6085 R_Shadow_DrawCoronas();
6086 if (r_timereport_active)
6087 R_TimeReport("coronas");
6090 // don't let sound skip if going slow
6091 if (r_refdef.scene.extraupdate)
6095 static const unsigned short bboxelements[36] =
6105 #define BBOXEDGES 13
6106 static const float bboxedges[BBOXEDGES][6] =
6109 { 0, 0, 0, 1, 1, 1 },
6111 { 0, 0, 0, 0, 1, 0 },
6112 { 0, 0, 0, 1, 0, 0 },
6113 { 0, 1, 0, 1, 1, 0 },
6114 { 1, 0, 0, 1, 1, 0 },
6116 { 0, 0, 1, 0, 1, 1 },
6117 { 0, 0, 1, 1, 0, 1 },
6118 { 0, 1, 1, 1, 1, 1 },
6119 { 1, 0, 1, 1, 1, 1 },
6121 { 0, 0, 0, 0, 0, 1 },
6122 { 1, 0, 0, 1, 0, 1 },
6123 { 0, 1, 0, 0, 1, 1 },
6124 { 1, 1, 0, 1, 1, 1 },
6127 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6129 int numvertices = BBOXEDGES * 8;
6130 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6131 int numtriangles = BBOXEDGES * 12;
6132 unsigned short elements[BBOXEDGES * 36];
6134 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6136 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6138 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6139 GL_DepthMask(false);
6140 GL_DepthRange(0, 1);
6141 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6143 for (edge = 0; edge < BBOXEDGES; edge++)
6145 for (i = 0; i < 3; i++)
6147 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6148 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6150 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6151 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6152 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6153 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6154 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6155 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6156 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6157 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6158 for (i = 0; i < 36; i++)
6159 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6161 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6162 if (r_refdef.fogenabled)
6164 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6166 f1 = RSurf_FogVertex(v);
6168 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6169 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6170 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6173 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6174 R_Mesh_ResetTextureState();
6175 R_SetupShader_Generic_NoTexture(false, false);
6176 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6179 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6181 // hacky overloading of the parameters
6182 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6185 prvm_edict_t *edict;
6187 GL_CullFace(GL_NONE);
6188 R_SetupShader_Generic_NoTexture(false, false);
6190 for (i = 0;i < numsurfaces;i++)
6192 edict = PRVM_EDICT_NUM(surfacelist[i]);
6193 switch ((int)PRVM_serveredictfloat(edict, solid))
6195 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
6196 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
6197 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
6198 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6199 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
6200 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
6201 default: Vector4Set(color, 0, 0, 0, 0.50);break;
6203 if (prog == CLVM_prog)
6204 color[3] *= r_showbboxes_client.value;
6206 color[3] *= r_showbboxes.value;
6207 color[3] = bound(0, color[3], 1);
6208 GL_DepthTest(!r_showdisabledepthtest.integer);
6209 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6213 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6216 prvm_edict_t *edict;
6222 for (i = 0; i < prog->num_edicts; i++)
6224 edict = PRVM_EDICT_NUM(i);
6225 if (edict->priv.server->free)
6227 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6228 if (PRVM_gameedictedict(edict, tag_entity) != 0)
6230 if (prog == SVVM_prog && PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6232 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6233 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6237 static const int nomodelelement3i[24] =
6249 static const unsigned short nomodelelement3s[24] =
6261 static const float nomodelvertex3f[6*3] =
6271 static const float nomodelcolor4f[6*4] =
6273 0.0f, 0.0f, 0.5f, 1.0f,
6274 0.0f, 0.0f, 0.5f, 1.0f,
6275 0.0f, 0.5f, 0.0f, 1.0f,
6276 0.0f, 0.5f, 0.0f, 1.0f,
6277 0.5f, 0.0f, 0.0f, 1.0f,
6278 0.5f, 0.0f, 0.0f, 1.0f
6281 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6287 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
6289 // this is only called once per entity so numsurfaces is always 1, and
6290 // surfacelist is always {0}, so this code does not handle batches
6292 if (rsurface.ent_flags & RENDER_ADDITIVE)
6294 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6295 GL_DepthMask(false);
6297 else if (ent->alpha < 1)
6299 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6300 GL_DepthMask(false);
6304 GL_BlendFunc(GL_ONE, GL_ZERO);
6307 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6308 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6309 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6310 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6311 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6312 for (i = 0, c = color4f;i < 6;i++, c += 4)
6314 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6315 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6316 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6319 if (r_refdef.fogenabled)
6321 for (i = 0, c = color4f;i < 6;i++, c += 4)
6323 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6325 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6326 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6327 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6330 // R_Mesh_ResetTextureState();
6331 R_SetupShader_Generic_NoTexture(false, false);
6332 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6333 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6336 void R_DrawNoModel(entity_render_t *ent)
6339 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6340 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6341 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6343 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6346 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6348 vec3_t right1, right2, diff, normal;
6350 VectorSubtract (org2, org1, normal);
6352 // calculate 'right' vector for start
6353 VectorSubtract (r_refdef.view.origin, org1, diff);
6354 CrossProduct (normal, diff, right1);
6355 VectorNormalize (right1);
6357 // calculate 'right' vector for end
6358 VectorSubtract (r_refdef.view.origin, org2, diff);
6359 CrossProduct (normal, diff, right2);
6360 VectorNormalize (right2);
6362 vert[ 0] = org1[0] + width * right1[0];
6363 vert[ 1] = org1[1] + width * right1[1];
6364 vert[ 2] = org1[2] + width * right1[2];
6365 vert[ 3] = org1[0] - width * right1[0];
6366 vert[ 4] = org1[1] - width * right1[1];
6367 vert[ 5] = org1[2] - width * right1[2];
6368 vert[ 6] = org2[0] - width * right2[0];
6369 vert[ 7] = org2[1] - width * right2[1];
6370 vert[ 8] = org2[2] - width * right2[2];
6371 vert[ 9] = org2[0] + width * right2[0];
6372 vert[10] = org2[1] + width * right2[1];
6373 vert[11] = org2[2] + width * right2[2];
6376 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
6378 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6379 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6380 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6381 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6382 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6383 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6384 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6385 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6386 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6387 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6388 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6389 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6392 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6397 VectorSet(v, x, y, z);
6398 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6399 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6401 if (i == mesh->numvertices)
6403 if (mesh->numvertices < mesh->maxvertices)
6405 VectorCopy(v, vertex3f);
6406 mesh->numvertices++;
6408 return mesh->numvertices;
6414 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6418 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6419 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6420 e = mesh->element3i + mesh->numtriangles * 3;
6421 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6423 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6424 if (mesh->numtriangles < mesh->maxtriangles)
6429 mesh->numtriangles++;
6431 element[1] = element[2];
6435 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6439 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6440 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6441 e = mesh->element3i + mesh->numtriangles * 3;
6442 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6444 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6445 if (mesh->numtriangles < mesh->maxtriangles)
6450 mesh->numtriangles++;
6452 element[1] = element[2];
6456 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6457 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6459 int planenum, planenum2;
6462 mplane_t *plane, *plane2;
6464 double temppoints[2][256*3];
6465 // figure out how large a bounding box we need to properly compute this brush
6467 for (w = 0;w < numplanes;w++)
6468 maxdist = max(maxdist, fabs(planes[w].dist));
6469 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6470 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6471 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6475 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6476 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6478 if (planenum2 == planenum)
6480 PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
6483 if (tempnumpoints < 3)
6485 // generate elements forming a triangle fan for this polygon
6486 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6490 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6492 if(parms[0] == 0 && parms[1] == 0)
6494 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6495 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6500 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6503 index = parms[2] + rsurface.shadertime * parms[3];
6504 index -= floor(index);
6505 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6508 case Q3WAVEFUNC_NONE:
6509 case Q3WAVEFUNC_NOISE:
6510 case Q3WAVEFUNC_COUNT:
6513 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6514 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6515 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6516 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6517 case Q3WAVEFUNC_TRIANGLE:
6519 f = index - floor(index);
6532 f = parms[0] + parms[1] * f;
6533 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6534 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6538 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6545 matrix4x4_t matrix, temp;
6546 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6547 // it's better to have one huge fixup every 9 hours than gradual
6548 // degradation over time which looks consistently bad after many hours.
6550 // tcmod scroll in particular suffers from this degradation which can't be
6551 // effectively worked around even with floor() tricks because we don't
6552 // know if tcmod scroll is the last tcmod being applied, and for clampmap
6553 // a workaround involving floor() would be incorrect anyway...
6554 shadertime = rsurface.shadertime;
6555 if (shadertime >= 32768.0f)
6556 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6557 switch(tcmod->tcmod)
6561 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6562 matrix = r_waterscrollmatrix;
6564 matrix = identitymatrix;
6566 case Q3TCMOD_ENTITYTRANSLATE:
6567 // this is used in Q3 to allow the gamecode to control texcoord
6568 // scrolling on the entity, which is not supported in darkplaces yet.
6569 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6571 case Q3TCMOD_ROTATE:
6572 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6573 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6574 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6577 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6579 case Q3TCMOD_SCROLL:
6580 // this particular tcmod is a "bug for bug" compatible one with regards to
6581 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6582 // specifically did the wrapping and so we must mimic that...
6583 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6584 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6585 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6587 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6588 w = (int) tcmod->parms[0];
6589 h = (int) tcmod->parms[1];
6590 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6592 idx = (int) floor(f * w * h);
6593 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6595 case Q3TCMOD_STRETCH:
6596 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6597 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6599 case Q3TCMOD_TRANSFORM:
6600 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
6601 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
6602 VectorSet(tcmat + 6, 0 , 0 , 1);
6603 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
6604 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6606 case Q3TCMOD_TURBULENT:
6607 // this is handled in the RSurf_PrepareVertices function
6608 matrix = identitymatrix;
6612 Matrix4x4_Concat(texmatrix, &matrix, &temp);
6615 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6617 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6618 char name[MAX_QPATH];
6619 skinframe_t *skinframe;
6620 unsigned char pixels[296*194];
6621 strlcpy(cache->name, skinname, sizeof(cache->name));
6622 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6623 if (developer_loading.integer)
6624 Con_Printf("loading %s\n", name);
6625 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6626 if (!skinframe || !skinframe->base)
6629 fs_offset_t filesize;
6631 f = FS_LoadFile(name, tempmempool, true, &filesize);
6634 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6635 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6639 cache->skinframe = skinframe;
6642 texture_t *R_GetCurrentTexture(texture_t *t)
6645 const entity_render_t *ent = rsurface.entity;
6646 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
6647 q3shaderinfo_layer_tcmod_t *tcmod;
6648 float specularscale = 0.0f;
6650 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6651 return t->currentframe;
6652 t->update_lastrenderframe = r_textureframe;
6653 t->update_lastrenderentity = (void *)ent;
6655 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6656 t->camera_entity = ent->entitynumber;
6658 t->camera_entity = 0;
6660 // switch to an alternate material if this is a q1bsp animated material
6662 texture_t *texture = t;
6663 int s = rsurface.ent_skinnum;
6664 if ((unsigned int)s >= (unsigned int)model->numskins)
6666 if (model->skinscenes)
6668 if (model->skinscenes[s].framecount > 1)
6669 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6671 s = model->skinscenes[s].firstframe;
6674 t = t + s * model->num_surfaces;
6677 // use an alternate animation if the entity's frame is not 0,
6678 // and only if the texture has an alternate animation
6679 if (t->animated == 2) // q2bsp
6680 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6681 else if (rsurface.ent_alttextures && t->anim_total[1])
6682 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6684 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6686 texture->currentframe = t;
6689 // update currentskinframe to be a qw skin or animation frame
6690 if (rsurface.ent_qwskin >= 0)
6692 i = rsurface.ent_qwskin;
6693 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6695 r_qwskincache_size = cl.maxclients;
6697 Mem_Free(r_qwskincache);
6698 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6700 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6701 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6702 t->currentskinframe = r_qwskincache[i].skinframe;
6703 if (t->materialshaderpass && t->currentskinframe == NULL)
6704 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6706 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6707 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6708 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6709 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6711 t->currentmaterialflags = t->basematerialflags;
6712 t->currentalpha = rsurface.entity->alpha * t->basealpha;
6713 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6714 t->currentalpha *= r_wateralpha.value;
6715 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6716 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6717 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6718 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6720 // decide on which type of lighting to use for this surface
6721 if (rsurface.entity->render_modellight_forced)
6722 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6723 if (rsurface.entity->render_rtlight_disabled)
6724 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6725 if (rsurface.entity->render_lightgrid)
6726 t->currentmaterialflags |= MATERIALFLAG_LIGHTGRID;
6727 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6729 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6730 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6731 for (q = 0; q < 3; q++)
6733 t->render_glowmod[q] = rsurface.entity->glowmod[q];
6734 t->render_modellight_lightdir_world[q] = q == 2;
6735 t->render_modellight_lightdir_local[q] = q == 2;
6736 t->render_modellight_ambient[q] = 1;
6737 t->render_modellight_diffuse[q] = 0;
6738 t->render_modellight_specular[q] = 0;
6739 t->render_lightmap_ambient[q] = 0;
6740 t->render_lightmap_diffuse[q] = 0;
6741 t->render_lightmap_specular[q] = 0;
6742 t->render_rtlight_diffuse[q] = 0;
6743 t->render_rtlight_specular[q] = 0;
6746 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6748 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6749 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6750 for (q = 0; q < 3; q++)
6752 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6753 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6754 t->render_modellight_lightdir_world[q] = q == 2;
6755 t->render_modellight_lightdir_local[q] = q == 2;
6756 t->render_modellight_diffuse[q] = 0;
6757 t->render_modellight_specular[q] = 0;
6758 t->render_lightmap_ambient[q] = 0;
6759 t->render_lightmap_diffuse[q] = 0;
6760 t->render_lightmap_specular[q] = 0;
6761 t->render_rtlight_diffuse[q] = 0;
6762 t->render_rtlight_specular[q] = 0;
6765 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
6767 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6768 for (q = 0; q < 3; q++)
6770 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6771 t->render_modellight_lightdir_world[q] = q == 2;
6772 t->render_modellight_lightdir_local[q] = q == 2;
6773 t->render_modellight_ambient[q] = 0;
6774 t->render_modellight_diffuse[q] = 0;
6775 t->render_modellight_specular[q] = 0;
6776 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6777 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6778 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6779 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6780 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6783 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6785 // ambient + single direction light (modellight)
6786 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6787 for (q = 0; q < 3; q++)
6789 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6790 t->render_modellight_lightdir_world[q] = rsurface.entity->render_modellight_lightdir_world[q];
6791 t->render_modellight_lightdir_local[q] = rsurface.entity->render_modellight_lightdir_local[q];
6792 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6793 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6794 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6795 t->render_lightmap_ambient[q] = 0;
6796 t->render_lightmap_diffuse[q] = 0;
6797 t->render_lightmap_specular[q] = 0;
6798 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6799 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6804 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6805 for (q = 0; q < 3; q++)
6807 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6808 t->render_modellight_lightdir_world[q] = q == 2;
6809 t->render_modellight_lightdir_local[q] = q == 2;
6810 t->render_modellight_ambient[q] = 0;
6811 t->render_modellight_diffuse[q] = 0;
6812 t->render_modellight_specular[q] = 0;
6813 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6814 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6815 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6816 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6817 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6821 if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6823 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6824 // attribute, we punt it to the lightmap path and hope for the best,
6825 // but lighting doesn't work.
6827 // FIXME: this is fine for effects but CSQC polygons should be subject
6829 t->currentmaterialflags &= ~(MATERIALFLAG_MODELLIGHT | MATERIALFLAG_LIGHTGRID);
6830 for (q = 0; q < 3; q++)
6832 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6833 t->render_modellight_lightdir_world[q] = q == 2;
6834 t->render_modellight_lightdir_local[q] = q == 2;
6835 t->render_modellight_ambient[q] = 0;
6836 t->render_modellight_diffuse[q] = 0;
6837 t->render_modellight_specular[q] = 0;
6838 t->render_lightmap_ambient[q] = 0;
6839 t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6840 t->render_lightmap_specular[q] = 0;
6841 t->render_rtlight_diffuse[q] = 0;
6842 t->render_rtlight_specular[q] = 0;
6846 for (q = 0; q < 3; q++)
6848 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6849 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6852 if (rsurface.ent_flags & RENDER_ADDITIVE)
6853 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6854 else if (t->currentalpha < 1)
6855 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6856 // LadyHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6857 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6858 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6859 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6860 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6861 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6862 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6863 if (t->backgroundshaderpass)
6864 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6865 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6867 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6868 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6871 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6872 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6874 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6875 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6877 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6878 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6880 // there is no tcmod
6881 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6883 t->currenttexmatrix = r_waterscrollmatrix;
6884 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6886 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6888 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6889 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6892 if (t->materialshaderpass)
6893 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6894 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6896 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6897 if (t->currentskinframe->qpixels)
6898 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6899 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6900 if (!t->basetexture)
6901 t->basetexture = r_texture_notexture;
6902 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6903 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6904 t->nmaptexture = t->currentskinframe->nmap;
6905 if (!t->nmaptexture)
6906 t->nmaptexture = r_texture_blanknormalmap;
6907 t->glosstexture = r_texture_black;
6908 t->glowtexture = t->currentskinframe->glow;
6909 t->fogtexture = t->currentskinframe->fog;
6910 t->reflectmasktexture = t->currentskinframe->reflect;
6911 if (t->backgroundshaderpass)
6913 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6914 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6915 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6916 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6917 t->backgroundglosstexture = r_texture_black;
6918 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6919 if (!t->backgroundnmaptexture)
6920 t->backgroundnmaptexture = r_texture_blanknormalmap;
6921 // make sure that if glow is going to be used, both textures are not NULL
6922 if (!t->backgroundglowtexture && t->glowtexture)
6923 t->backgroundglowtexture = r_texture_black;
6924 if (!t->glowtexture && t->backgroundglowtexture)
6925 t->glowtexture = r_texture_black;
6929 t->backgroundbasetexture = r_texture_white;
6930 t->backgroundnmaptexture = r_texture_blanknormalmap;
6931 t->backgroundglosstexture = r_texture_black;
6932 t->backgroundglowtexture = NULL;
6934 t->specularpower = r_shadow_glossexponent.value;
6935 // TODO: store reference values for these in the texture?
6936 if (r_shadow_gloss.integer > 0)
6938 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6940 if (r_shadow_glossintensity.value > 0)
6942 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6943 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6944 specularscale = r_shadow_glossintensity.value;
6947 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6949 t->glosstexture = r_texture_white;
6950 t->backgroundglosstexture = r_texture_white;
6951 specularscale = r_shadow_gloss2intensity.value;
6952 t->specularpower = r_shadow_gloss2exponent.value;
6955 specularscale *= t->specularscalemod;
6956 t->specularpower *= t->specularpowermod;
6958 // lightmaps mode looks bad with dlights using actual texturing, so turn
6959 // off the colormap and glossmap, but leave the normalmap on as it still
6960 // accurately represents the shading involved
6961 if (gl_lightmaps.integer && ent != &cl_meshentities[MESH_UI].render)
6963 t->basetexture = r_texture_grey128;
6964 t->pantstexture = r_texture_black;
6965 t->shirttexture = r_texture_black;
6966 if (gl_lightmaps.integer < 2)
6967 t->nmaptexture = r_texture_blanknormalmap;
6968 t->glosstexture = r_texture_black;
6969 t->glowtexture = NULL;
6970 t->fogtexture = NULL;
6971 t->reflectmasktexture = NULL;
6972 t->backgroundbasetexture = NULL;
6973 if (gl_lightmaps.integer < 2)
6974 t->backgroundnmaptexture = r_texture_blanknormalmap;
6975 t->backgroundglosstexture = r_texture_black;
6976 t->backgroundglowtexture = NULL;
6978 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6981 if (specularscale != 1.0f)
6983 for (q = 0; q < 3; q++)
6985 t->render_modellight_specular[q] *= specularscale;
6986 t->render_lightmap_specular[q] *= specularscale;
6987 t->render_rtlight_specular[q] *= specularscale;
6991 t->currentblendfunc[0] = GL_ONE;
6992 t->currentblendfunc[1] = GL_ZERO;
6993 if (t->currentmaterialflags & MATERIALFLAG_ADD)
6995 t->currentblendfunc[0] = GL_SRC_ALPHA;
6996 t->currentblendfunc[1] = GL_ONE;
6998 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7000 t->currentblendfunc[0] = GL_SRC_ALPHA;
7001 t->currentblendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
7003 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7005 t->currentblendfunc[0] = t->customblendfunc[0];
7006 t->currentblendfunc[1] = t->customblendfunc[1];
7012 rsurfacestate_t rsurface;
7014 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
7016 dp_model_t *model = ent->model;
7017 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
7019 rsurface.entity = (entity_render_t *)ent;
7020 rsurface.skeleton = ent->skeleton;
7021 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
7022 rsurface.ent_skinnum = ent->skinnum;
7023 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
7024 rsurface.ent_flags = ent->flags;
7025 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
7026 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
7027 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
7028 rsurface.matrix = ent->matrix;
7029 rsurface.inversematrix = ent->inversematrix;
7030 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7031 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7032 R_EntityMatrix(&rsurface.matrix);
7033 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7034 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7035 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
7036 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7037 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7038 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7039 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
7040 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
7041 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7042 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7043 if (ent->model->brush.submodel && !prepass)
7045 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
7046 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
7048 // if the animcache code decided it should use the shader path, skip the deform step
7049 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
7050 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
7051 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
7052 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
7053 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
7054 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
7056 if (ent->animcache_vertex3f)
7058 r_refdef.stats[r_stat_batch_entitycache_count]++;
7059 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
7060 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
7061 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
7062 rsurface.modelvertex3f = ent->animcache_vertex3f;
7063 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
7064 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
7065 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
7066 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
7067 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
7068 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
7069 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
7070 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
7071 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
7072 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
7073 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
7075 else if (wanttangents)
7077 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7078 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7079 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7080 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7081 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7082 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7083 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7084 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7085 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
7086 rsurface.modelvertex3f_vertexbuffer = NULL;
7087 rsurface.modelvertex3f_bufferoffset = 0;
7088 rsurface.modelvertex3f_vertexbuffer = 0;
7089 rsurface.modelvertex3f_bufferoffset = 0;
7090 rsurface.modelsvector3f_vertexbuffer = 0;
7091 rsurface.modelsvector3f_bufferoffset = 0;
7092 rsurface.modeltvector3f_vertexbuffer = 0;
7093 rsurface.modeltvector3f_bufferoffset = 0;
7094 rsurface.modelnormal3f_vertexbuffer = 0;
7095 rsurface.modelnormal3f_bufferoffset = 0;
7097 else if (wantnormals)
7099 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7100 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7101 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7102 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7103 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7104 rsurface.modelsvector3f = NULL;
7105 rsurface.modeltvector3f = NULL;
7106 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7107 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7108 rsurface.modelvertex3f_vertexbuffer = NULL;
7109 rsurface.modelvertex3f_bufferoffset = 0;
7110 rsurface.modelvertex3f_vertexbuffer = 0;
7111 rsurface.modelvertex3f_bufferoffset = 0;
7112 rsurface.modelsvector3f_vertexbuffer = 0;
7113 rsurface.modelsvector3f_bufferoffset = 0;
7114 rsurface.modeltvector3f_vertexbuffer = 0;
7115 rsurface.modeltvector3f_bufferoffset = 0;
7116 rsurface.modelnormal3f_vertexbuffer = 0;
7117 rsurface.modelnormal3f_bufferoffset = 0;
7121 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7122 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7123 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7124 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7125 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7126 rsurface.modelsvector3f = NULL;
7127 rsurface.modeltvector3f = NULL;
7128 rsurface.modelnormal3f = NULL;
7129 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7130 rsurface.modelvertex3f_vertexbuffer = NULL;
7131 rsurface.modelvertex3f_bufferoffset = 0;
7132 rsurface.modelvertex3f_vertexbuffer = 0;
7133 rsurface.modelvertex3f_bufferoffset = 0;
7134 rsurface.modelsvector3f_vertexbuffer = 0;
7135 rsurface.modelsvector3f_bufferoffset = 0;
7136 rsurface.modeltvector3f_vertexbuffer = 0;
7137 rsurface.modeltvector3f_bufferoffset = 0;
7138 rsurface.modelnormal3f_vertexbuffer = 0;
7139 rsurface.modelnormal3f_bufferoffset = 0;
7141 rsurface.modelgeneratedvertex = true;
7145 if (rsurface.entityskeletaltransform3x4)
7147 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7148 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7149 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7150 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7154 r_refdef.stats[r_stat_batch_entitystatic_count]++;
7155 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7156 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7157 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7159 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7160 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.data_vertex3f_vertexbuffer;
7161 rsurface.modelvertex3f_bufferoffset = model->surfmesh.data_vertex3f_bufferoffset;
7162 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7163 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.data_svector3f_vertexbuffer;
7164 rsurface.modelsvector3f_bufferoffset = model->surfmesh.data_svector3f_bufferoffset;
7165 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7166 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.data_tvector3f_vertexbuffer;
7167 rsurface.modeltvector3f_bufferoffset = model->surfmesh.data_tvector3f_bufferoffset;
7168 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7169 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.data_normal3f_vertexbuffer;
7170 rsurface.modelnormal3f_bufferoffset = model->surfmesh.data_normal3f_bufferoffset;
7171 rsurface.modelgeneratedvertex = false;
7173 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7174 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.data_lightmapcolor4f_vertexbuffer;
7175 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.data_lightmapcolor4f_bufferoffset;
7176 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7177 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.data_texcoordtexture2f_vertexbuffer;
7178 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.data_texcoordtexture2f_bufferoffset;
7179 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7180 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.data_texcoordlightmap2f_vertexbuffer;
7181 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.data_texcoordlightmap2f_bufferoffset;
7182 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7183 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.data_skeletalindex4ub_vertexbuffer;
7184 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.data_skeletalindex4ub_bufferoffset;
7185 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7186 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.data_skeletalweight4ub_vertexbuffer;
7187 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.data_skeletalweight4ub_bufferoffset;
7188 rsurface.modelelement3i = model->surfmesh.data_element3i;
7189 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7190 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7191 rsurface.modelelement3s = model->surfmesh.data_element3s;
7192 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7193 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7194 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7195 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7196 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7197 rsurface.modelsurfaces = model->data_surfaces;
7198 rsurface.batchgeneratedvertex = false;
7199 rsurface.batchfirstvertex = 0;
7200 rsurface.batchnumvertices = 0;
7201 rsurface.batchfirsttriangle = 0;
7202 rsurface.batchnumtriangles = 0;
7203 rsurface.batchvertex3f = NULL;
7204 rsurface.batchvertex3f_vertexbuffer = NULL;
7205 rsurface.batchvertex3f_bufferoffset = 0;
7206 rsurface.batchsvector3f = NULL;
7207 rsurface.batchsvector3f_vertexbuffer = NULL;
7208 rsurface.batchsvector3f_bufferoffset = 0;
7209 rsurface.batchtvector3f = NULL;
7210 rsurface.batchtvector3f_vertexbuffer = NULL;
7211 rsurface.batchtvector3f_bufferoffset = 0;
7212 rsurface.batchnormal3f = NULL;
7213 rsurface.batchnormal3f_vertexbuffer = NULL;
7214 rsurface.batchnormal3f_bufferoffset = 0;
7215 rsurface.batchlightmapcolor4f = NULL;
7216 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7217 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7218 rsurface.batchtexcoordtexture2f = NULL;
7219 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7220 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7221 rsurface.batchtexcoordlightmap2f = NULL;
7222 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7223 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7224 rsurface.batchskeletalindex4ub = NULL;
7225 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7226 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7227 rsurface.batchskeletalweight4ub = NULL;
7228 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7229 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7230 rsurface.batchelement3i = NULL;
7231 rsurface.batchelement3i_indexbuffer = NULL;
7232 rsurface.batchelement3i_bufferoffset = 0;
7233 rsurface.batchelement3s = NULL;
7234 rsurface.batchelement3s_indexbuffer = NULL;
7235 rsurface.batchelement3s_bufferoffset = 0;
7236 rsurface.forcecurrenttextureupdate = false;
7239 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
7241 rsurface.entity = r_refdef.scene.worldentity;
7242 if (r != 1.0f || g != 1.0f || b != 1.0f || a != 1.0f) {
7243 // HACK to provide a valid entity with modded colors to R_GetCurrentTexture.
7244 // A better approach could be making this copy only once per frame.
7245 static entity_render_t custom_entity;
7247 custom_entity = *rsurface.entity;
7248 for (q = 0; q < 3; ++q) {
7249 float colormod = q == 0 ? r : q == 1 ? g : b;
7250 custom_entity.render_fullbright[q] *= colormod;
7251 custom_entity.render_modellight_ambient[q] *= colormod;
7252 custom_entity.render_modellight_diffuse[q] *= colormod;
7253 custom_entity.render_lightmap_ambient[q] *= colormod;
7254 custom_entity.render_lightmap_diffuse[q] *= colormod;
7255 custom_entity.render_rtlight_diffuse[q] *= colormod;
7257 custom_entity.alpha *= a;
7258 rsurface.entity = &custom_entity;
7260 rsurface.skeleton = NULL;
7261 rsurface.ent_skinnum = 0;
7262 rsurface.ent_qwskin = -1;
7263 rsurface.ent_flags = entflags;
7264 rsurface.shadertime = r_refdef.scene.time - shadertime;
7265 rsurface.modelnumvertices = numvertices;
7266 rsurface.modelnumtriangles = numtriangles;
7267 rsurface.matrix = *matrix;
7268 rsurface.inversematrix = *inversematrix;
7269 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7270 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7271 R_EntityMatrix(&rsurface.matrix);
7272 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7273 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7274 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7275 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7276 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7277 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7278 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7279 rsurface.frameblend[0].lerp = 1;
7280 rsurface.ent_alttextures = false;
7281 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7282 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7283 rsurface.entityskeletaltransform3x4 = NULL;
7284 rsurface.entityskeletaltransform3x4buffer = NULL;
7285 rsurface.entityskeletaltransform3x4offset = 0;
7286 rsurface.entityskeletaltransform3x4size = 0;
7287 rsurface.entityskeletalnumtransforms = 0;
7288 r_refdef.stats[r_stat_batch_entitycustom_count]++;
7289 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7290 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7291 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7294 rsurface.modelvertex3f = (float *)vertex3f;
7295 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7296 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7297 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7299 else if (wantnormals)
7301 rsurface.modelvertex3f = (float *)vertex3f;
7302 rsurface.modelsvector3f = NULL;
7303 rsurface.modeltvector3f = NULL;
7304 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7308 rsurface.modelvertex3f = (float *)vertex3f;
7309 rsurface.modelsvector3f = NULL;
7310 rsurface.modeltvector3f = NULL;
7311 rsurface.modelnormal3f = NULL;
7313 rsurface.modelvertex3f_vertexbuffer = 0;
7314 rsurface.modelvertex3f_bufferoffset = 0;
7315 rsurface.modelsvector3f_vertexbuffer = 0;
7316 rsurface.modelsvector3f_bufferoffset = 0;
7317 rsurface.modeltvector3f_vertexbuffer = 0;
7318 rsurface.modeltvector3f_bufferoffset = 0;
7319 rsurface.modelnormal3f_vertexbuffer = 0;
7320 rsurface.modelnormal3f_bufferoffset = 0;
7321 rsurface.modelgeneratedvertex = true;
7322 rsurface.modellightmapcolor4f = (float *)color4f;
7323 rsurface.modellightmapcolor4f_vertexbuffer = 0;
7324 rsurface.modellightmapcolor4f_bufferoffset = 0;
7325 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
7326 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7327 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7328 rsurface.modeltexcoordlightmap2f = NULL;
7329 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7330 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7331 rsurface.modelskeletalindex4ub = NULL;
7332 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7333 rsurface.modelskeletalindex4ub_bufferoffset = 0;
7334 rsurface.modelskeletalweight4ub = NULL;
7335 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7336 rsurface.modelskeletalweight4ub_bufferoffset = 0;
7337 rsurface.modelelement3i = (int *)element3i;
7338 rsurface.modelelement3i_indexbuffer = NULL;
7339 rsurface.modelelement3i_bufferoffset = 0;
7340 rsurface.modelelement3s = (unsigned short *)element3s;
7341 rsurface.modelelement3s_indexbuffer = NULL;
7342 rsurface.modelelement3s_bufferoffset = 0;
7343 rsurface.modellightmapoffsets = NULL;
7344 rsurface.modelsurfaces = NULL;
7345 rsurface.batchgeneratedvertex = false;
7346 rsurface.batchfirstvertex = 0;
7347 rsurface.batchnumvertices = 0;
7348 rsurface.batchfirsttriangle = 0;
7349 rsurface.batchnumtriangles = 0;
7350 rsurface.batchvertex3f = NULL;
7351 rsurface.batchvertex3f_vertexbuffer = NULL;
7352 rsurface.batchvertex3f_bufferoffset = 0;
7353 rsurface.batchsvector3f = NULL;
7354 rsurface.batchsvector3f_vertexbuffer = NULL;
7355 rsurface.batchsvector3f_bufferoffset = 0;
7356 rsurface.batchtvector3f = NULL;
7357 rsurface.batchtvector3f_vertexbuffer = NULL;
7358 rsurface.batchtvector3f_bufferoffset = 0;
7359 rsurface.batchnormal3f = NULL;
7360 rsurface.batchnormal3f_vertexbuffer = NULL;
7361 rsurface.batchnormal3f_bufferoffset = 0;
7362 rsurface.batchlightmapcolor4f = NULL;
7363 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7364 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7365 rsurface.batchtexcoordtexture2f = NULL;
7366 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7367 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7368 rsurface.batchtexcoordlightmap2f = NULL;
7369 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7370 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7371 rsurface.batchskeletalindex4ub = NULL;
7372 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7373 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7374 rsurface.batchskeletalweight4ub = NULL;
7375 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7376 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7377 rsurface.batchelement3i = NULL;
7378 rsurface.batchelement3i_indexbuffer = NULL;
7379 rsurface.batchelement3i_bufferoffset = 0;
7380 rsurface.batchelement3s = NULL;
7381 rsurface.batchelement3s_indexbuffer = NULL;
7382 rsurface.batchelement3s_bufferoffset = 0;
7383 rsurface.forcecurrenttextureupdate = true;
7385 if (rsurface.modelnumvertices && rsurface.modelelement3i)
7387 if ((wantnormals || wanttangents) && !normal3f)
7389 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7390 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7392 if (wanttangents && !svector3f)
7394 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7395 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7396 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7401 float RSurf_FogPoint(const float *v)
7403 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7404 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7405 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7406 float FogHeightFade = r_refdef.fogheightfade;
7408 unsigned int fogmasktableindex;
7409 if (r_refdef.fogplaneviewabove)
7410 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7412 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7413 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7414 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7417 float RSurf_FogVertex(const float *v)
7419 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7420 float FogPlaneViewDist = rsurface.fogplaneviewdist;
7421 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7422 float FogHeightFade = rsurface.fogheightfade;
7424 unsigned int fogmasktableindex;
7425 if (r_refdef.fogplaneviewabove)
7426 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7428 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7429 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7430 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7433 void RSurf_UploadBuffersForBatch(void)
7435 // upload buffer data for generated vertex data (dynamicvertex case) or index data (copytriangles case) and models that lack it to begin with (e.g. DrawQ_FlushUI)
7436 // note that if rsurface.batchvertex3f_vertexbuffer is NULL, dynamicvertex is forced as we don't account for the proper base vertex here.
7437 if (rsurface.batchvertex3f && !rsurface.batchvertex3f_vertexbuffer)
7438 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
7439 if (rsurface.batchsvector3f && !rsurface.batchsvector3f_vertexbuffer)
7440 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
7441 if (rsurface.batchtvector3f && !rsurface.batchtvector3f_vertexbuffer)
7442 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
7443 if (rsurface.batchnormal3f && !rsurface.batchnormal3f_vertexbuffer)
7444 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
7445 if (rsurface.batchlightmapcolor4f && !rsurface.batchlightmapcolor4f_vertexbuffer)
7446 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
7447 if (rsurface.batchtexcoordtexture2f && !rsurface.batchtexcoordtexture2f_vertexbuffer)
7448 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
7449 if (rsurface.batchtexcoordlightmap2f && !rsurface.batchtexcoordlightmap2f_vertexbuffer)
7450 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
7451 if (rsurface.batchskeletalindex4ub && !rsurface.batchskeletalindex4ub_vertexbuffer)
7452 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
7453 if (rsurface.batchskeletalweight4ub && !rsurface.batchskeletalweight4ub_vertexbuffer)
7454 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
7456 if (rsurface.batchelement3s && !rsurface.batchelement3s_indexbuffer)
7457 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7458 else if (rsurface.batchelement3i && !rsurface.batchelement3i_indexbuffer)
7459 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7461 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
7462 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
7463 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
7464 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
7465 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
7466 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
7467 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
7468 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
7469 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
7470 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
7473 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7476 for (i = 0;i < numelements;i++)
7477 outelement3i[i] = inelement3i[i] + adjust;
7480 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7481 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7489 int surfacefirsttriangle;
7490 int surfacenumtriangles;
7491 int surfacefirstvertex;
7492 int surfaceendvertex;
7493 int surfacenumvertices;
7494 int batchnumsurfaces = texturenumsurfaces;
7495 int batchnumvertices;
7496 int batchnumtriangles;
7499 qboolean dynamicvertex;
7502 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7505 q3shaderinfo_deform_t *deform;
7506 const msurface_t *surface, *firstsurface;
7507 if (!texturenumsurfaces)
7509 // find vertex range of this surface batch
7511 firstsurface = texturesurfacelist[0];
7512 firsttriangle = firstsurface->num_firsttriangle;
7513 batchnumvertices = 0;
7514 batchnumtriangles = 0;
7515 firstvertex = endvertex = firstsurface->num_firstvertex;
7516 for (i = 0;i < texturenumsurfaces;i++)
7518 surface = texturesurfacelist[i];
7519 if (surface != firstsurface + i)
7521 surfacefirstvertex = surface->num_firstvertex;
7522 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7523 surfacenumvertices = surface->num_vertices;
7524 surfacenumtriangles = surface->num_triangles;
7525 if (firstvertex > surfacefirstvertex)
7526 firstvertex = surfacefirstvertex;
7527 if (endvertex < surfaceendvertex)
7528 endvertex = surfaceendvertex;
7529 batchnumvertices += surfacenumvertices;
7530 batchnumtriangles += surfacenumtriangles;
7533 r_refdef.stats[r_stat_batch_batches]++;
7535 r_refdef.stats[r_stat_batch_withgaps]++;
7536 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7537 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7538 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7540 // we now know the vertex range used, and if there are any gaps in it
7541 rsurface.batchfirstvertex = firstvertex;
7542 rsurface.batchnumvertices = endvertex - firstvertex;
7543 rsurface.batchfirsttriangle = firsttriangle;
7544 rsurface.batchnumtriangles = batchnumtriangles;
7546 // check if any dynamic vertex processing must occur
7547 dynamicvertex = false;
7549 // we must use vertexbuffers for rendering, we can upload vertex buffers
7550 // easily enough but if the basevertex is non-zero it becomes more
7551 // difficult, so force dynamicvertex path in that case - it's suboptimal
7552 // but the most optimal case is to have the geometry sources provide their
7554 if (!rsurface.modelvertex3f_vertexbuffer && firstvertex != 0)
7555 dynamicvertex = true;
7557 // a cvar to force the dynamic vertex path to be taken, for debugging
7558 if (r_batch_debugdynamicvertexpath.integer)
7562 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7563 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7564 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7565 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7567 dynamicvertex = true;
7570 // if there is a chance of animated vertex colors, it's a dynamic batch
7571 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7575 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7576 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7577 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7578 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7580 dynamicvertex = true;
7583 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7585 switch (deform->deform)
7588 case Q3DEFORM_PROJECTIONSHADOW:
7589 case Q3DEFORM_TEXT0:
7590 case Q3DEFORM_TEXT1:
7591 case Q3DEFORM_TEXT2:
7592 case Q3DEFORM_TEXT3:
7593 case Q3DEFORM_TEXT4:
7594 case Q3DEFORM_TEXT5:
7595 case Q3DEFORM_TEXT6:
7596 case Q3DEFORM_TEXT7:
7599 case Q3DEFORM_AUTOSPRITE:
7602 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7603 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7604 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7605 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7607 dynamicvertex = true;
7608 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7610 case Q3DEFORM_AUTOSPRITE2:
7613 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7614 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7615 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7616 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7618 dynamicvertex = true;
7619 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7621 case Q3DEFORM_NORMAL:
7624 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7625 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7626 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7627 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7629 dynamicvertex = true;
7630 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7633 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7634 break; // if wavefunc is a nop, ignore this transform
7637 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7638 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7639 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7640 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7642 dynamicvertex = true;
7643 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7645 case Q3DEFORM_BULGE:
7648 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7649 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7650 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7651 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7653 dynamicvertex = true;
7654 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7657 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7658 break; // if wavefunc is a nop, ignore this transform
7661 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7662 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7663 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7664 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7666 dynamicvertex = true;
7667 batchneed |= BATCHNEED_ARRAY_VERTEX;
7671 if (rsurface.texture->materialshaderpass)
7673 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7676 case Q3TCGEN_TEXTURE:
7678 case Q3TCGEN_LIGHTMAP:
7681 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7682 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7683 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7684 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7686 dynamicvertex = true;
7687 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7689 case Q3TCGEN_VECTOR:
7692 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7693 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7694 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7695 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7697 dynamicvertex = true;
7698 batchneed |= BATCHNEED_ARRAY_VERTEX;
7700 case Q3TCGEN_ENVIRONMENT:
7703 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7704 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7705 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7706 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7708 dynamicvertex = true;
7709 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7712 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7716 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7717 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7718 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7719 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7721 dynamicvertex = true;
7722 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7726 // the caller can specify BATCHNEED_NOGAPS to force a batch with
7727 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7728 // we ensure this by treating the vertex batch as dynamic...
7729 if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7733 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7734 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7735 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7736 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7738 dynamicvertex = true;
7741 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7742 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7743 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7745 rsurface.batchvertex3f = rsurface.modelvertex3f;
7746 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7747 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7748 rsurface.batchsvector3f = rsurface.modelsvector3f;
7749 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7750 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7751 rsurface.batchtvector3f = rsurface.modeltvector3f;
7752 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7753 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7754 rsurface.batchnormal3f = rsurface.modelnormal3f;
7755 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7756 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7757 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7758 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
7759 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7760 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7761 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
7762 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
7763 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7764 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7765 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7766 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7767 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7768 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7769 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7770 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7771 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7772 rsurface.batchelement3i = rsurface.modelelement3i;
7773 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7774 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7775 rsurface.batchelement3s = rsurface.modelelement3s;
7776 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7777 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7778 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7779 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7780 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7781 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7782 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7784 // if any dynamic vertex processing has to occur in software, we copy the
7785 // entire surface list together before processing to rebase the vertices
7786 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7788 // if any gaps exist and we do not have a static vertex buffer, we have to
7789 // copy the surface list together to avoid wasting upload bandwidth on the
7790 // vertices in the gaps.
7792 // if gaps exist and we have a static vertex buffer, we can choose whether
7793 // to combine the index buffer ranges into one dynamic index buffer or
7794 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7796 // in many cases the batch is reduced to one draw call.
7798 rsurface.batchmultidraw = false;
7799 rsurface.batchmultidrawnumsurfaces = 0;
7800 rsurface.batchmultidrawsurfacelist = NULL;
7804 // static vertex data, just set pointers...
7805 rsurface.batchgeneratedvertex = false;
7806 // if there are gaps, we want to build a combined index buffer,
7807 // otherwise use the original static buffer with an appropriate offset
7810 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7811 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7812 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7813 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7814 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7816 rsurface.batchmultidraw = true;
7817 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7818 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7821 // build a new triangle elements array for this batch
7822 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7823 rsurface.batchfirsttriangle = 0;
7825 for (i = 0;i < texturenumsurfaces;i++)
7827 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7828 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7829 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7830 numtriangles += surfacenumtriangles;
7832 rsurface.batchelement3i_indexbuffer = NULL;
7833 rsurface.batchelement3i_bufferoffset = 0;
7834 rsurface.batchelement3s = NULL;
7835 rsurface.batchelement3s_indexbuffer = NULL;
7836 rsurface.batchelement3s_bufferoffset = 0;
7837 if (endvertex <= 65536)
7839 // make a 16bit (unsigned short) index array if possible
7840 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7841 for (i = 0;i < numtriangles*3;i++)
7842 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7847 r_refdef.stats[r_stat_batch_fast_batches] += 1;
7848 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7849 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7850 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7855 // something needs software processing, do it for real...
7856 // we only directly handle separate array data in this case and then
7857 // generate interleaved data if needed...
7858 rsurface.batchgeneratedvertex = true;
7859 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7860 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7861 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7862 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7864 // now copy the vertex data into a combined array and make an index array
7865 // (this is what Quake3 does all the time)
7866 // we also apply any skeletal animation here that would have been done in
7867 // the vertex shader, because most of the dynamic vertex animation cases
7868 // need actual vertex positions and normals
7869 //if (dynamicvertex)
7871 rsurface.batchvertex3f = NULL;
7872 rsurface.batchvertex3f_vertexbuffer = NULL;
7873 rsurface.batchvertex3f_bufferoffset = 0;
7874 rsurface.batchsvector3f = NULL;
7875 rsurface.batchsvector3f_vertexbuffer = NULL;
7876 rsurface.batchsvector3f_bufferoffset = 0;
7877 rsurface.batchtvector3f = NULL;
7878 rsurface.batchtvector3f_vertexbuffer = NULL;
7879 rsurface.batchtvector3f_bufferoffset = 0;
7880 rsurface.batchnormal3f = NULL;
7881 rsurface.batchnormal3f_vertexbuffer = NULL;
7882 rsurface.batchnormal3f_bufferoffset = 0;
7883 rsurface.batchlightmapcolor4f = NULL;
7884 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7885 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7886 rsurface.batchtexcoordtexture2f = NULL;
7887 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7888 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7889 rsurface.batchtexcoordlightmap2f = NULL;
7890 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7891 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7892 rsurface.batchskeletalindex4ub = NULL;
7893 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7894 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7895 rsurface.batchskeletalweight4ub = NULL;
7896 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7897 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7898 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7899 rsurface.batchelement3i_indexbuffer = NULL;
7900 rsurface.batchelement3i_bufferoffset = 0;
7901 rsurface.batchelement3s = NULL;
7902 rsurface.batchelement3s_indexbuffer = NULL;
7903 rsurface.batchelement3s_bufferoffset = 0;
7904 rsurface.batchskeletaltransform3x4buffer = NULL;
7905 rsurface.batchskeletaltransform3x4offset = 0;
7906 rsurface.batchskeletaltransform3x4size = 0;
7907 // we'll only be setting up certain arrays as needed
7908 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7909 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7910 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7911 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7912 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7914 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7915 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7917 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7918 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7919 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7920 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7921 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7922 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7923 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7925 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7926 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7930 for (i = 0;i < texturenumsurfaces;i++)
7932 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7933 surfacenumvertices = texturesurfacelist[i]->num_vertices;
7934 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7935 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7936 // copy only the data requested
7937 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7939 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7941 if (rsurface.batchvertex3f)
7942 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7944 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7946 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7948 if (rsurface.modelnormal3f)
7949 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7951 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7953 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7955 if (rsurface.modelsvector3f)
7957 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7958 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7962 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7963 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7966 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7968 if (rsurface.modellightmapcolor4f)
7969 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7971 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7973 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7975 if (rsurface.modeltexcoordtexture2f)
7976 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7978 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7980 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7982 if (rsurface.modeltexcoordlightmap2f)
7983 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7985 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7987 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7989 if (rsurface.modelskeletalindex4ub)
7991 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7992 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7996 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7997 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7998 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
7999 for (j = 0;j < surfacenumvertices;j++)
8004 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8005 numvertices += surfacenumvertices;
8006 numtriangles += surfacenumtriangles;
8009 // generate a 16bit index array as well if possible
8010 // (in general, dynamic batches fit)
8011 if (numvertices <= 65536)
8013 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8014 for (i = 0;i < numtriangles*3;i++)
8015 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8018 // since we've copied everything, the batch now starts at 0
8019 rsurface.batchfirstvertex = 0;
8020 rsurface.batchnumvertices = batchnumvertices;
8021 rsurface.batchfirsttriangle = 0;
8022 rsurface.batchnumtriangles = batchnumtriangles;
8025 // apply skeletal animation that would have been done in the vertex shader
8026 if (rsurface.batchskeletaltransform3x4)
8028 const unsigned char *si;
8029 const unsigned char *sw;
8031 const float *b = rsurface.batchskeletaltransform3x4;
8032 float *vp, *vs, *vt, *vn;
8034 float m[3][4], n[3][4];
8035 float tp[3], ts[3], tt[3], tn[3];
8036 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
8037 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
8038 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
8039 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
8040 si = rsurface.batchskeletalindex4ub;
8041 sw = rsurface.batchskeletalweight4ub;
8042 vp = rsurface.batchvertex3f;
8043 vs = rsurface.batchsvector3f;
8044 vt = rsurface.batchtvector3f;
8045 vn = rsurface.batchnormal3f;
8046 memset(m[0], 0, sizeof(m));
8047 memset(n[0], 0, sizeof(n));
8048 for (i = 0;i < batchnumvertices;i++)
8050 t[0] = b + si[0]*12;
8053 // common case - only one matrix
8067 else if (sw[2] + sw[3])
8070 t[1] = b + si[1]*12;
8071 t[2] = b + si[2]*12;
8072 t[3] = b + si[3]*12;
8073 w[0] = sw[0] * (1.0f / 255.0f);
8074 w[1] = sw[1] * (1.0f / 255.0f);
8075 w[2] = sw[2] * (1.0f / 255.0f);
8076 w[3] = sw[3] * (1.0f / 255.0f);
8077 // blend the matrices
8078 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
8079 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
8080 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
8081 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
8082 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
8083 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
8084 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
8085 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
8086 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
8087 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
8088 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
8089 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
8094 t[1] = b + si[1]*12;
8095 w[0] = sw[0] * (1.0f / 255.0f);
8096 w[1] = sw[1] * (1.0f / 255.0f);
8097 // blend the matrices
8098 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
8099 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
8100 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
8101 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
8102 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
8103 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
8104 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
8105 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
8106 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
8107 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
8108 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
8109 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
8113 // modify the vertex
8115 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
8116 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
8117 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8121 // the normal transformation matrix is a set of cross products...
8122 CrossProduct(m[1], m[2], n[0]);
8123 CrossProduct(m[2], m[0], n[1]);
8124 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8126 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8127 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8128 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8129 VectorNormalize(vn);
8134 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8135 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8136 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8137 VectorNormalize(vs);
8140 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8141 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8142 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8143 VectorNormalize(vt);
8148 rsurface.batchskeletaltransform3x4 = NULL;
8149 rsurface.batchskeletalnumtransforms = 0;
8152 // q1bsp surfaces rendered in vertex color mode have to have colors
8153 // calculated based on lightstyles
8154 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8156 // generate color arrays for the surfaces in this list
8161 const unsigned char *lm;
8162 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8163 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8164 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8166 for (i = 0;i < texturenumsurfaces;i++)
8168 surface = texturesurfacelist[i];
8169 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8170 surfacenumvertices = surface->num_vertices;
8171 if (surface->lightmapinfo->samples)
8173 for (j = 0;j < surfacenumvertices;j++)
8175 lm = surface->lightmapinfo->samples + offsets[j];
8176 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8177 VectorScale(lm, scale, c);
8178 if (surface->lightmapinfo->styles[1] != 255)
8180 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8182 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8183 VectorMA(c, scale, lm, c);
8184 if (surface->lightmapinfo->styles[2] != 255)
8187 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8188 VectorMA(c, scale, lm, c);
8189 if (surface->lightmapinfo->styles[3] != 255)
8192 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8193 VectorMA(c, scale, lm, c);
8200 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
8206 for (j = 0;j < surfacenumvertices;j++)
8208 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8215 // if vertices are deformed (sprite flares and things in maps, possibly
8216 // water waves, bulges and other deformations), modify the copied vertices
8218 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8221 switch (deform->deform)
8224 case Q3DEFORM_PROJECTIONSHADOW:
8225 case Q3DEFORM_TEXT0:
8226 case Q3DEFORM_TEXT1:
8227 case Q3DEFORM_TEXT2:
8228 case Q3DEFORM_TEXT3:
8229 case Q3DEFORM_TEXT4:
8230 case Q3DEFORM_TEXT5:
8231 case Q3DEFORM_TEXT6:
8232 case Q3DEFORM_TEXT7:
8235 case Q3DEFORM_AUTOSPRITE:
8236 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8237 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8238 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8239 VectorNormalize(newforward);
8240 VectorNormalize(newright);
8241 VectorNormalize(newup);
8242 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8243 // rsurface.batchvertex3f_vertexbuffer = NULL;
8244 // rsurface.batchvertex3f_bufferoffset = 0;
8245 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8246 // rsurface.batchsvector3f_vertexbuffer = NULL;
8247 // rsurface.batchsvector3f_bufferoffset = 0;
8248 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8249 // rsurface.batchtvector3f_vertexbuffer = NULL;
8250 // rsurface.batchtvector3f_bufferoffset = 0;
8251 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8252 // rsurface.batchnormal3f_vertexbuffer = NULL;
8253 // rsurface.batchnormal3f_bufferoffset = 0;
8254 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8255 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8256 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8257 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8258 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8259 // a single autosprite surface can contain multiple sprites...
8260 for (j = 0;j < batchnumvertices - 3;j += 4)
8262 VectorClear(center);
8263 for (i = 0;i < 4;i++)
8264 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8265 VectorScale(center, 0.25f, center);
8266 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8267 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8268 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8269 for (i = 0;i < 4;i++)
8271 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8272 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8275 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8276 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8277 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8279 case Q3DEFORM_AUTOSPRITE2:
8280 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8281 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8282 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8283 VectorNormalize(newforward);
8284 VectorNormalize(newright);
8285 VectorNormalize(newup);
8286 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8287 // rsurface.batchvertex3f_vertexbuffer = NULL;
8288 // rsurface.batchvertex3f_bufferoffset = 0;
8290 const float *v1, *v2;
8300 memset(shortest, 0, sizeof(shortest));
8301 // a single autosprite surface can contain multiple sprites...
8302 for (j = 0;j < batchnumvertices - 3;j += 4)
8304 VectorClear(center);
8305 for (i = 0;i < 4;i++)
8306 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8307 VectorScale(center, 0.25f, center);
8308 // find the two shortest edges, then use them to define the
8309 // axis vectors for rotating around the central axis
8310 for (i = 0;i < 6;i++)
8312 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8313 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8314 l = VectorDistance2(v1, v2);
8315 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8317 l += (1.0f / 1024.0f);
8318 if (shortest[0].length2 > l || i == 0)
8320 shortest[1] = shortest[0];
8321 shortest[0].length2 = l;
8322 shortest[0].v1 = v1;
8323 shortest[0].v2 = v2;
8325 else if (shortest[1].length2 > l || i == 1)
8327 shortest[1].length2 = l;
8328 shortest[1].v1 = v1;
8329 shortest[1].v2 = v2;
8332 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8333 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8334 // this calculates the right vector from the shortest edge
8335 // and the up vector from the edge midpoints
8336 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8337 VectorNormalize(right);
8338 VectorSubtract(end, start, up);
8339 VectorNormalize(up);
8340 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8341 VectorSubtract(rsurface.localvieworigin, center, forward);
8342 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8343 VectorNegate(forward, forward);
8344 VectorReflect(forward, 0, up, forward);
8345 VectorNormalize(forward);
8346 CrossProduct(up, forward, newright);
8347 VectorNormalize(newright);
8348 // rotate the quad around the up axis vector, this is made
8349 // especially easy by the fact we know the quad is flat,
8350 // so we only have to subtract the center position and
8351 // measure distance along the right vector, and then
8352 // multiply that by the newright vector and add back the
8354 // we also need to subtract the old position to undo the
8355 // displacement from the center, which we do with a
8356 // DotProduct, the subtraction/addition of center is also
8357 // optimized into DotProducts here
8358 l = DotProduct(right, center);
8359 for (i = 0;i < 4;i++)
8361 v1 = rsurface.batchvertex3f + 3*(j+i);
8362 f = DotProduct(right, v1) - l;
8363 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8367 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8369 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8370 // rsurface.batchnormal3f_vertexbuffer = NULL;
8371 // rsurface.batchnormal3f_bufferoffset = 0;
8372 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8374 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8376 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8377 // rsurface.batchsvector3f_vertexbuffer = NULL;
8378 // rsurface.batchsvector3f_bufferoffset = 0;
8379 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8380 // rsurface.batchtvector3f_vertexbuffer = NULL;
8381 // rsurface.batchtvector3f_bufferoffset = 0;
8382 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8385 case Q3DEFORM_NORMAL:
8386 // deform the normals to make reflections wavey
8387 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8388 rsurface.batchnormal3f_vertexbuffer = NULL;
8389 rsurface.batchnormal3f_bufferoffset = 0;
8390 for (j = 0;j < batchnumvertices;j++)
8393 float *normal = rsurface.batchnormal3f + 3*j;
8394 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8395 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8396 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8397 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8398 VectorNormalize(normal);
8400 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8402 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8403 // rsurface.batchsvector3f_vertexbuffer = NULL;
8404 // rsurface.batchsvector3f_bufferoffset = 0;
8405 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8406 // rsurface.batchtvector3f_vertexbuffer = NULL;
8407 // rsurface.batchtvector3f_bufferoffset = 0;
8408 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8412 // deform vertex array to make wavey water and flags and such
8413 waveparms[0] = deform->waveparms[0];
8414 waveparms[1] = deform->waveparms[1];
8415 waveparms[2] = deform->waveparms[2];
8416 waveparms[3] = deform->waveparms[3];
8417 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8418 break; // if wavefunc is a nop, don't make a dynamic vertex array
8419 // this is how a divisor of vertex influence on deformation
8420 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8421 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8422 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8423 // rsurface.batchvertex3f_vertexbuffer = NULL;
8424 // rsurface.batchvertex3f_bufferoffset = 0;
8425 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8426 // rsurface.batchnormal3f_vertexbuffer = NULL;
8427 // rsurface.batchnormal3f_bufferoffset = 0;
8428 for (j = 0;j < batchnumvertices;j++)
8430 // if the wavefunc depends on time, evaluate it per-vertex
8433 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8434 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8436 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8438 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8439 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8440 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8442 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8443 // rsurface.batchsvector3f_vertexbuffer = NULL;
8444 // rsurface.batchsvector3f_bufferoffset = 0;
8445 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8446 // rsurface.batchtvector3f_vertexbuffer = NULL;
8447 // rsurface.batchtvector3f_bufferoffset = 0;
8448 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8451 case Q3DEFORM_BULGE:
8452 // deform vertex array to make the surface have moving bulges
8453 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8454 // rsurface.batchvertex3f_vertexbuffer = NULL;
8455 // rsurface.batchvertex3f_bufferoffset = 0;
8456 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8457 // rsurface.batchnormal3f_vertexbuffer = NULL;
8458 // rsurface.batchnormal3f_bufferoffset = 0;
8459 for (j = 0;j < batchnumvertices;j++)
8461 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8462 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8464 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8465 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8466 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8468 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8469 // rsurface.batchsvector3f_vertexbuffer = NULL;
8470 // rsurface.batchsvector3f_bufferoffset = 0;
8471 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8472 // rsurface.batchtvector3f_vertexbuffer = NULL;
8473 // rsurface.batchtvector3f_bufferoffset = 0;
8474 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8478 // deform vertex array
8479 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8480 break; // if wavefunc is a nop, don't make a dynamic vertex array
8481 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8482 VectorScale(deform->parms, scale, waveparms);
8483 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8484 // rsurface.batchvertex3f_vertexbuffer = NULL;
8485 // rsurface.batchvertex3f_bufferoffset = 0;
8486 for (j = 0;j < batchnumvertices;j++)
8487 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8492 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8494 // generate texcoords based on the chosen texcoord source
8495 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8498 case Q3TCGEN_TEXTURE:
8500 case Q3TCGEN_LIGHTMAP:
8501 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8502 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8503 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8504 if (rsurface.batchtexcoordlightmap2f)
8505 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8507 case Q3TCGEN_VECTOR:
8508 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8509 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8510 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8511 for (j = 0;j < batchnumvertices;j++)
8513 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8514 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8517 case Q3TCGEN_ENVIRONMENT:
8518 // make environment reflections using a spheremap
8519 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8520 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8521 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8522 for (j = 0;j < batchnumvertices;j++)
8524 // identical to Q3A's method, but executed in worldspace so
8525 // carried models can be shiny too
8527 float viewer[3], d, reflected[3], worldreflected[3];
8529 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8530 // VectorNormalize(viewer);
8532 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8534 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8535 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8536 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8537 // note: this is proportinal to viewer, so we can normalize later
8539 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8540 VectorNormalize(worldreflected);
8542 // note: this sphere map only uses world x and z!
8543 // so positive and negative y will LOOK THE SAME.
8544 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8545 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8549 // the only tcmod that needs software vertex processing is turbulent, so
8550 // check for it here and apply the changes if needed
8551 // and we only support that as the first one
8552 // (handling a mixture of turbulent and other tcmods would be problematic
8553 // without punting it entirely to a software path)
8554 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8556 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8557 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8558 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8559 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8560 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8561 for (j = 0;j < batchnumvertices;j++)
8563 rsurface.batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8564 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8570 void RSurf_DrawBatch(void)
8572 // sometimes a zero triangle surface (usually a degenerate patch) makes it
8573 // through the pipeline, killing it earlier in the pipeline would have
8574 // per-surface overhead rather than per-batch overhead, so it's best to
8575 // reject it here, before it hits glDraw.
8576 if (rsurface.batchnumtriangles == 0)
8579 // batch debugging code
8580 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8586 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8587 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8590 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8592 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8594 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8595 Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name);
8602 if (rsurface.batchmultidraw)
8604 // issue multiple draws rather than copying index data
8605 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8606 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8607 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8608 for (i = 0;i < numsurfaces;)
8610 // combine consecutive surfaces as one draw
8611 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8612 if (surfacelist[j] != surfacelist[k] + 1)
8614 firstvertex = surfacelist[i]->num_firstvertex;
8615 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8616 firsttriangle = surfacelist[i]->num_firsttriangle;
8617 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8618 R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
8624 // there is only one consecutive run of index data (may have been combined)
8625 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
8629 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8631 // pick the closest matching water plane
8632 int planeindex, vertexindex, bestplaneindex = -1;
8636 r_waterstate_waterplane_t *p;
8637 qboolean prepared = false;
8639 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8641 if(p->camera_entity != rsurface.texture->camera_entity)
8646 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8648 if(rsurface.batchnumvertices == 0)
8651 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8653 Matrix4x4_Transform(&rsurface.matrix, v, vert);
8654 d += fabs(PlaneDiff(vert, &p->plane));
8656 if (bestd > d || bestplaneindex < 0)
8659 bestplaneindex = planeindex;
8662 return bestplaneindex;
8663 // NOTE: this MAY return a totally unrelated water plane; we can ignore
8664 // this situation though, as it might be better to render single larger
8665 // batches with useless stuff (backface culled for example) than to
8666 // render multiple smaller batches
8669 void RSurf_SetupDepthAndCulling(void)
8671 // submodels are biased to avoid z-fighting with world surfaces that they
8672 // may be exactly overlapping (avoids z-fighting artifacts on certain
8673 // doors and things in Quake maps)
8674 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8675 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8676 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8677 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8680 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8684 float p[3], mins[3], maxs[3];
8686 // transparent sky would be ridiculous
8687 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8689 R_SetupShader_Generic_NoTexture(false, false);
8690 skyrenderlater = true;
8691 RSurf_SetupDepthAndCulling();
8694 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8695 if (r_sky_scissor.integer)
8697 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8698 for (j = 0, v = rsurface.batchvertex3f + 3 * rsurface.batchfirstvertex; j < rsurface.batchnumvertices; j++, v += 3)
8700 Matrix4x4_Transform(&rsurface.matrix, v, p);
8703 if (mins[0] > p[0]) mins[0] = p[0];
8704 if (mins[1] > p[1]) mins[1] = p[1];
8705 if (mins[2] > p[2]) mins[2] = p[2];
8706 if (maxs[0] < p[0]) maxs[0] = p[0];
8707 if (maxs[1] < p[1]) maxs[1] = p[1];
8708 if (maxs[2] < p[2]) maxs[2] = p[2];
8712 VectorCopy(p, mins);
8713 VectorCopy(p, maxs);
8716 if (!R_ScissorForBBox(mins, maxs, scissor))
8720 if (skyscissor[0] > scissor[0])
8722 skyscissor[2] += skyscissor[0] - scissor[0];
8723 skyscissor[0] = scissor[0];
8725 if (skyscissor[1] > scissor[1])
8727 skyscissor[3] += skyscissor[1] - scissor[1];
8728 skyscissor[1] = scissor[1];
8730 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8731 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8732 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8733 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8736 Vector4Copy(scissor, skyscissor);
8740 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8741 // skymasking on them, and Quake3 never did sky masking (unlike
8742 // software Quake and software Quake2), so disable the sky masking
8743 // in Quake3 maps as it causes problems with q3map2 sky tricks,
8744 // and skymasking also looks very bad when noclipping outside the
8745 // level, so don't use it then either.
8746 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && (r_refdef.scene.worldmodel->brush.isq3bsp ? r_q3bsp_renderskydepth.integer : r_q1bsp_skymasking.integer) && !r_refdef.viewcache.world_novis && !r_trippy.integer)
8748 R_Mesh_ResetTextureState();
8749 if (skyrendermasked)
8751 R_SetupShader_DepthOrShadow(false, false, false);
8752 // depth-only (masking)
8753 GL_ColorMask(0, 0, 0, 0);
8754 // just to make sure that braindead drivers don't draw
8755 // anything despite that colormask...
8756 GL_BlendFunc(GL_ZERO, GL_ONE);
8757 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8758 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8762 R_SetupShader_Generic_NoTexture(false, false);
8764 GL_BlendFunc(GL_ONE, GL_ZERO);
8765 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8766 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8767 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8770 if (skyrendermasked)
8771 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8773 R_Mesh_ResetTextureState();
8774 GL_Color(1, 1, 1, 1);
8777 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8778 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8779 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass, qboolean ui)
8781 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8785 // render screenspace normalmap to texture
8787 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
8792 // bind lightmap texture
8794 // water/refraction/reflection/camera surfaces have to be handled specially
8795 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8797 int start, end, startplaneindex;
8798 for (start = 0;start < texturenumsurfaces;start = end)
8800 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8801 if(startplaneindex < 0)
8803 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8804 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8808 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8810 // now that we have a batch using the same planeindex, render it
8811 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8813 // render water or distortion background
8815 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8817 // blend surface on top
8818 GL_DepthMask(false);
8819 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
8822 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8824 // render surface with reflection texture as input
8825 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8826 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8833 // render surface batch normally
8834 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8835 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0 || ui);
8839 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
8843 int texturesurfaceindex;
8845 const msurface_t *surface;
8846 float surfacecolor4f[4];
8848 // R_Mesh_ResetTextureState();
8849 R_SetupShader_Generic_NoTexture(false, false);
8851 GL_BlendFunc(GL_ONE, GL_ZERO);
8852 GL_DepthMask(writedepth);
8854 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8856 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8858 surface = texturesurfacelist[texturesurfaceindex];
8859 k = (int)(((size_t)surface) / sizeof(msurface_t));
8860 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8861 for (j = 0;j < surface->num_vertices;j++)
8863 Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8867 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8871 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass, qboolean ui)
8874 RSurf_SetupDepthAndCulling();
8875 if (r_showsurfaces.integer && r_refdef.view.showdebug)
8877 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8880 switch (vid.renderpath)
8882 case RENDERPATH_GL32:
8883 case RENDERPATH_GLES2:
8884 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8890 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8893 int texturenumsurfaces, endsurface;
8895 const msurface_t *surface;
8896 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8898 RSurf_ActiveModelEntity(ent, true, true, false);
8900 if (r_transparentdepthmasking.integer)
8902 qboolean setup = false;
8903 for (i = 0;i < numsurfaces;i = j)
8906 surface = rsurface.modelsurfaces + surfacelist[i];
8907 texture = surface->texture;
8908 rsurface.texture = R_GetCurrentTexture(texture);
8909 rsurface.lightmaptexture = NULL;
8910 rsurface.deluxemaptexture = NULL;
8911 rsurface.uselightmaptexture = false;
8912 // scan ahead until we find a different texture
8913 endsurface = min(i + 1024, numsurfaces);
8914 texturenumsurfaces = 0;
8915 texturesurfacelist[texturenumsurfaces++] = surface;
8916 for (;j < endsurface;j++)
8918 surface = rsurface.modelsurfaces + surfacelist[j];
8919 if (texture != surface->texture)
8921 texturesurfacelist[texturenumsurfaces++] = surface;
8923 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8925 // render the range of surfaces as depth
8929 GL_ColorMask(0,0,0,0);
8932 GL_BlendFunc(GL_ONE, GL_ZERO);
8934 // R_Mesh_ResetTextureState();
8936 RSurf_SetupDepthAndCulling();
8937 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8938 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8939 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8943 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8946 for (i = 0;i < numsurfaces;i = j)
8949 surface = rsurface.modelsurfaces + surfacelist[i];
8950 texture = surface->texture;
8951 rsurface.texture = R_GetCurrentTexture(texture);
8952 // scan ahead until we find a different texture
8953 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8954 texturenumsurfaces = 0;
8955 texturesurfacelist[texturenumsurfaces++] = surface;
8956 rsurface.lightmaptexture = surface->lightmaptexture;
8957 rsurface.deluxemaptexture = surface->deluxemaptexture;
8958 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8959 for (;j < endsurface;j++)
8961 surface = rsurface.modelsurfaces + surfacelist[j];
8962 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
8964 texturesurfacelist[texturenumsurfaces++] = surface;
8966 // render the range of surfaces
8967 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false, false);
8969 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
8972 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8974 // transparent surfaces get pushed off into the transparent queue
8975 int surfacelistindex;
8976 const msurface_t *surface;
8977 vec3_t tempcenter, center;
8978 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8980 surface = texturesurfacelist[surfacelistindex];
8981 if (r_transparent_sortsurfacesbynearest.integer)
8983 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
8984 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
8985 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
8989 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8990 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8991 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8993 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8994 if (rsurface.entity->transparent_offset) // transparent offset
8996 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
8997 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
8998 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
9000 R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
9004 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9006 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
9008 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
9010 RSurf_SetupDepthAndCulling();
9011 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
9012 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9013 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
9017 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
9021 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
9023 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
9026 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
9028 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9029 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9031 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
9033 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
9034 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
9035 else if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
9037 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
9039 // in the deferred case, transparent surfaces were queued during prepass
9040 if (!r_shadow_usingdeferredprepass)
9041 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9045 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
9046 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass, ui);
9051 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
9055 R_FrameData_SetMark();
9056 // break the surface list down into batches by texture and use of lightmapping
9057 for (i = 0;i < numsurfaces;i = j)
9060 // texture is the base texture pointer, rsurface.texture is the
9061 // current frame/skin the texture is directing us to use (for example
9062 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
9063 // use skin 1 instead)
9064 texture = surfacelist[i]->texture;
9065 rsurface.texture = R_GetCurrentTexture(texture);
9066 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
9068 // if this texture is not the kind we want, skip ahead to the next one
9069 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9073 if(depthonly || prepass)
9075 rsurface.lightmaptexture = NULL;
9076 rsurface.deluxemaptexture = NULL;
9077 rsurface.uselightmaptexture = false;
9078 // simply scan ahead until we find a different texture or lightmap state
9079 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9084 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
9085 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
9086 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
9087 // simply scan ahead until we find a different texture or lightmap state
9088 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
9091 // render the range of surfaces
9092 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass, ui);
9094 R_FrameData_ReturnToMark();
9097 float locboxvertex3f[6*4*3] =
9099 1,0,1, 1,0,0, 1,1,0, 1,1,1,
9100 0,1,1, 0,1,0, 0,0,0, 0,0,1,
9101 1,1,1, 1,1,0, 0,1,0, 0,1,1,
9102 0,0,1, 0,0,0, 1,0,0, 1,0,1,
9103 0,0,1, 1,0,1, 1,1,1, 0,1,1,
9104 1,0,0, 0,0,0, 0,1,0, 1,1,0
9107 unsigned short locboxelements[6*2*3] =
9117 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9120 cl_locnode_t *loc = (cl_locnode_t *)ent;
9122 float vertex3f[6*4*3];
9124 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9125 GL_DepthMask(false);
9126 GL_DepthRange(0, 1);
9127 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9129 GL_CullFace(GL_NONE);
9130 R_EntityMatrix(&identitymatrix);
9132 // R_Mesh_ResetTextureState();
9135 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9136 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9137 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9138 surfacelist[0] < 0 ? 0.5f : 0.125f);
9140 if (VectorCompare(loc->mins, loc->maxs))
9142 VectorSet(size, 2, 2, 2);
9143 VectorMA(loc->mins, -0.5f, size, mins);
9147 VectorCopy(loc->mins, mins);
9148 VectorSubtract(loc->maxs, loc->mins, size);
9151 for (i = 0;i < 6*4*3;)
9152 for (j = 0;j < 3;j++, i++)
9153 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9155 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9156 R_SetupShader_Generic_NoTexture(false, false);
9157 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9160 void R_DrawLocs(void)
9163 cl_locnode_t *loc, *nearestloc;
9165 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9166 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9168 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9169 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9173 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9175 if (decalsystem->decals)
9176 Mem_Free(decalsystem->decals);
9177 memset(decalsystem, 0, sizeof(*decalsystem));
9180 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, unsigned int decalsequence)
9186 // expand or initialize the system
9187 if (decalsystem->maxdecals <= decalsystem->numdecals)
9189 decalsystem_t old = *decalsystem;
9190 qboolean useshortelements;
9191 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9192 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9193 decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
9194 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9195 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9196 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9197 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9198 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9199 if (decalsystem->numdecals)
9200 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9202 Mem_Free(old.decals);
9203 for (i = 0;i < decalsystem->maxdecals*3;i++)
9204 decalsystem->element3i[i] = i;
9205 if (useshortelements)
9206 for (i = 0;i < decalsystem->maxdecals*3;i++)
9207 decalsystem->element3s[i] = i;
9210 // grab a decal and search for another free slot for the next one
9211 decals = decalsystem->decals;
9212 decal = decalsystem->decals + (i = decalsystem->freedecal++);
9213 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9215 decalsystem->freedecal = i;
9216 if (decalsystem->numdecals <= i)
9217 decalsystem->numdecals = i + 1;
9219 // initialize the decal
9221 decal->triangleindex = triangleindex;
9222 decal->surfaceindex = surfaceindex;
9223 decal->decalsequence = decalsequence;
9224 decal->color4f[0][0] = c0[0];
9225 decal->color4f[0][1] = c0[1];
9226 decal->color4f[0][2] = c0[2];
9227 decal->color4f[0][3] = 1;
9228 decal->color4f[1][0] = c1[0];
9229 decal->color4f[1][1] = c1[1];
9230 decal->color4f[1][2] = c1[2];
9231 decal->color4f[1][3] = 1;
9232 decal->color4f[2][0] = c2[0];
9233 decal->color4f[2][1] = c2[1];
9234 decal->color4f[2][2] = c2[2];
9235 decal->color4f[2][3] = 1;
9236 decal->vertex3f[0][0] = v0[0];
9237 decal->vertex3f[0][1] = v0[1];
9238 decal->vertex3f[0][2] = v0[2];
9239 decal->vertex3f[1][0] = v1[0];
9240 decal->vertex3f[1][1] = v1[1];
9241 decal->vertex3f[1][2] = v1[2];
9242 decal->vertex3f[2][0] = v2[0];
9243 decal->vertex3f[2][1] = v2[1];
9244 decal->vertex3f[2][2] = v2[2];
9245 decal->texcoord2f[0][0] = t0[0];
9246 decal->texcoord2f[0][1] = t0[1];
9247 decal->texcoord2f[1][0] = t1[0];
9248 decal->texcoord2f[1][1] = t1[1];
9249 decal->texcoord2f[2][0] = t2[0];
9250 decal->texcoord2f[2][1] = t2[1];
9251 TriangleNormal(v0, v1, v2, decal->plane);
9252 VectorNormalize(decal->plane);
9253 decal->plane[3] = DotProduct(v0, decal->plane);
9256 extern cvar_t cl_decals_bias;
9257 extern cvar_t cl_decals_models;
9258 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9259 // baseparms, parms, temps
9260 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
9265 const float *vertex3f;
9266 const float *normal3f;
9268 float points[2][9][3];
9275 e = rsurface.modelelement3i + 3*triangleindex;
9277 vertex3f = rsurface.modelvertex3f;
9278 normal3f = rsurface.modelnormal3f;
9282 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9284 index = 3*e[cornerindex];
9285 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9290 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9292 index = 3*e[cornerindex];
9293 VectorCopy(vertex3f + index, v[cornerindex]);
9298 //TriangleNormal(v[0], v[1], v[2], normal);
9299 //if (DotProduct(normal, localnormal) < 0.0f)
9301 // clip by each of the box planes formed from the projection matrix
9302 // if anything survives, we emit the decal
9303 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
9306 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
9309 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
9312 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
9315 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
9318 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
9321 // some part of the triangle survived, so we have to accept it...
9324 // dynamic always uses the original triangle
9326 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9328 index = 3*e[cornerindex];
9329 VectorCopy(vertex3f + index, v[cornerindex]);
9332 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9334 // convert vertex positions to texcoords
9335 Matrix4x4_Transform(projection, v[cornerindex], temp);
9336 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9337 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9338 // calculate distance fade from the projection origin
9339 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9340 f = bound(0.0f, f, 1.0f);
9341 c[cornerindex][0] = r * f;
9342 c[cornerindex][1] = g * f;
9343 c[cornerindex][2] = b * f;
9344 c[cornerindex][3] = 1.0f;
9345 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9348 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
9350 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9351 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
9353 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9355 matrix4x4_t projection;
9356 decalsystem_t *decalsystem;
9359 const msurface_t *surface;
9360 const msurface_t *surfaces;
9361 const int *surfacelist;
9362 const texture_t *texture;
9365 int surfacelistindex;
9368 float localorigin[3];
9369 float localnormal[3];
9377 int bih_triangles_count;
9378 int bih_triangles[256];
9379 int bih_surfaces[256];
9381 decalsystem = &ent->decalsystem;
9383 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9385 R_DecalSystem_Reset(&ent->decalsystem);
9389 if (!model->brush.data_leafs && !cl_decals_models.integer)
9391 if (decalsystem->model)
9392 R_DecalSystem_Reset(decalsystem);
9396 if (decalsystem->model != model)
9397 R_DecalSystem_Reset(decalsystem);
9398 decalsystem->model = model;
9400 RSurf_ActiveModelEntity(ent, true, false, false);
9402 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9403 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9404 VectorNormalize(localnormal);
9405 localsize = worldsize*rsurface.inversematrixscale;
9406 localmins[0] = localorigin[0] - localsize;
9407 localmins[1] = localorigin[1] - localsize;
9408 localmins[2] = localorigin[2] - localsize;
9409 localmaxs[0] = localorigin[0] + localsize;
9410 localmaxs[1] = localorigin[1] + localsize;
9411 localmaxs[2] = localorigin[2] + localsize;
9413 //VectorCopy(localnormal, planes[4]);
9414 //VectorVectors(planes[4], planes[2], planes[0]);
9415 AnglesFromVectors(angles, localnormal, NULL, false);
9416 AngleVectors(angles, planes[0], planes[2], planes[4]);
9417 VectorNegate(planes[0], planes[1]);
9418 VectorNegate(planes[2], planes[3]);
9419 VectorNegate(planes[4], planes[5]);
9420 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9421 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9422 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9423 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9424 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9425 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9430 matrix4x4_t forwardprojection;
9431 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9432 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9437 float projectionvector[4][3];
9438 VectorScale(planes[0], ilocalsize, projectionvector[0]);
9439 VectorScale(planes[2], ilocalsize, projectionvector[1]);
9440 VectorScale(planes[4], ilocalsize, projectionvector[2]);
9441 projectionvector[0][0] = planes[0][0] * ilocalsize;
9442 projectionvector[0][1] = planes[1][0] * ilocalsize;
9443 projectionvector[0][2] = planes[2][0] * ilocalsize;
9444 projectionvector[1][0] = planes[0][1] * ilocalsize;
9445 projectionvector[1][1] = planes[1][1] * ilocalsize;
9446 projectionvector[1][2] = planes[2][1] * ilocalsize;
9447 projectionvector[2][0] = planes[0][2] * ilocalsize;
9448 projectionvector[2][1] = planes[1][2] * ilocalsize;
9449 projectionvector[2][2] = planes[2][2] * ilocalsize;
9450 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9451 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9452 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9453 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9457 dynamic = model->surfmesh.isanimated;
9458 numsurfacelist = model->nummodelsurfaces;
9459 surfacelist = model->sortedmodelsurfaces;
9460 surfaces = model->data_surfaces;
9463 bih_triangles_count = -1;
9466 if(model->render_bih.numleafs)
9467 bih = &model->render_bih;
9468 else if(model->collision_bih.numleafs)
9469 bih = &model->collision_bih;
9472 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9473 if(bih_triangles_count == 0)
9475 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9477 if(bih_triangles_count > 0)
9479 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9481 surfaceindex = bih_surfaces[triangleindex];
9482 surface = surfaces + surfaceindex;
9483 texture = surface->texture;
9486 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9488 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9490 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9495 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
9497 surfaceindex = surfacelist[surfacelistindex];
9498 surface = surfaces + surfaceindex;
9499 // check cull box first because it rejects more than any other check
9500 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9502 // skip transparent surfaces
9503 texture = surface->texture;
9506 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9508 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9510 numtriangles = surface->num_triangles;
9511 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9512 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9517 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9518 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9520 int renderentityindex;
9523 entity_render_t *ent;
9525 worldmins[0] = worldorigin[0] - worldsize;
9526 worldmins[1] = worldorigin[1] - worldsize;
9527 worldmins[2] = worldorigin[2] - worldsize;
9528 worldmaxs[0] = worldorigin[0] + worldsize;
9529 worldmaxs[1] = worldorigin[1] + worldsize;
9530 worldmaxs[2] = worldorigin[2] + worldsize;
9532 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9534 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9536 ent = r_refdef.scene.entities[renderentityindex];
9537 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9540 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9544 typedef struct r_decalsystem_splatqueue_s
9551 unsigned int decalsequence;
9553 r_decalsystem_splatqueue_t;
9555 int r_decalsystem_numqueued = 0;
9556 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9558 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
9560 r_decalsystem_splatqueue_t *queue;
9562 if (r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9565 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9566 VectorCopy(worldorigin, queue->worldorigin);
9567 VectorCopy(worldnormal, queue->worldnormal);
9568 Vector4Set(queue->color, r, g, b, a);
9569 Vector4Set(queue->tcrange, s1, t1, s2, t2);
9570 queue->worldsize = worldsize;
9571 queue->decalsequence = cl.decalsequence++;
9574 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9577 r_decalsystem_splatqueue_t *queue;
9579 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9580 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
9581 r_decalsystem_numqueued = 0;
9584 extern cvar_t cl_decals_max;
9585 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9588 decalsystem_t *decalsystem = &ent->decalsystem;
9590 unsigned int killsequence;
9595 if (!decalsystem->numdecals)
9598 if (r_showsurfaces.integer)
9601 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9603 R_DecalSystem_Reset(decalsystem);
9607 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9608 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9610 if (decalsystem->lastupdatetime)
9611 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9614 decalsystem->lastupdatetime = r_refdef.scene.time;
9615 numdecals = decalsystem->numdecals;
9617 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9619 if (decal->color4f[0][3])
9621 decal->lived += frametime;
9622 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9624 memset(decal, 0, sizeof(*decal));
9625 if (decalsystem->freedecal > i)
9626 decalsystem->freedecal = i;
9630 decal = decalsystem->decals;
9631 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9634 // collapse the array by shuffling the tail decals into the gaps
9637 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9638 decalsystem->freedecal++;
9639 if (decalsystem->freedecal == numdecals)
9641 decal[decalsystem->freedecal] = decal[--numdecals];
9644 decalsystem->numdecals = numdecals;
9648 // if there are no decals left, reset decalsystem
9649 R_DecalSystem_Reset(decalsystem);
9653 extern skinframe_t *decalskinframe;
9654 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9657 decalsystem_t *decalsystem = &ent->decalsystem;
9666 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9669 numdecals = decalsystem->numdecals;
9673 if (r_showsurfaces.integer)
9676 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9678 R_DecalSystem_Reset(decalsystem);
9682 // if the model is static it doesn't matter what value we give for
9683 // wantnormals and wanttangents, so this logic uses only rules applicable
9684 // to a model, knowing that they are meaningless otherwise
9685 RSurf_ActiveModelEntity(ent, false, false, false);
9687 decalsystem->lastupdatetime = r_refdef.scene.time;
9689 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9691 // update vertex positions for animated models
9692 v3f = decalsystem->vertex3f;
9693 c4f = decalsystem->color4f;
9694 t2f = decalsystem->texcoord2f;
9695 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9697 if (!decal->color4f[0][3])
9700 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9704 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9707 // update color values for fading decals
9708 if (decal->lived >= cl_decals_time.value)
9709 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9713 c4f[ 0] = decal->color4f[0][0] * alpha;
9714 c4f[ 1] = decal->color4f[0][1] * alpha;
9715 c4f[ 2] = decal->color4f[0][2] * alpha;
9717 c4f[ 4] = decal->color4f[1][0] * alpha;
9718 c4f[ 5] = decal->color4f[1][1] * alpha;
9719 c4f[ 6] = decal->color4f[1][2] * alpha;
9721 c4f[ 8] = decal->color4f[2][0] * alpha;
9722 c4f[ 9] = decal->color4f[2][1] * alpha;
9723 c4f[10] = decal->color4f[2][2] * alpha;
9726 t2f[0] = decal->texcoord2f[0][0];
9727 t2f[1] = decal->texcoord2f[0][1];
9728 t2f[2] = decal->texcoord2f[1][0];
9729 t2f[3] = decal->texcoord2f[1][1];
9730 t2f[4] = decal->texcoord2f[2][0];
9731 t2f[5] = decal->texcoord2f[2][1];
9733 // update vertex positions for animated models
9734 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9736 e = rsurface.modelelement3i + 3*decal->triangleindex;
9737 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9738 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9739 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9743 VectorCopy(decal->vertex3f[0], v3f);
9744 VectorCopy(decal->vertex3f[1], v3f + 3);
9745 VectorCopy(decal->vertex3f[2], v3f + 6);
9748 if (r_refdef.fogenabled)
9750 alpha = RSurf_FogVertex(v3f);
9751 VectorScale(c4f, alpha, c4f);
9752 alpha = RSurf_FogVertex(v3f + 3);
9753 VectorScale(c4f + 4, alpha, c4f + 4);
9754 alpha = RSurf_FogVertex(v3f + 6);
9755 VectorScale(c4f + 8, alpha, c4f + 8);
9766 r_refdef.stats[r_stat_drawndecals] += numtris;
9768 // now render the decals all at once
9769 // (this assumes they all use one particle font texture!)
9770 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, ent->shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
9771 // R_Mesh_ResetTextureState();
9772 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9773 GL_DepthMask(false);
9774 GL_DepthRange(0, 1);
9775 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9777 GL_CullFace(GL_NONE);
9778 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9779 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9780 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9784 static void R_DrawModelDecals(void)
9788 // fade faster when there are too many decals
9789 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9790 for (i = 0;i < r_refdef.scene.numentities;i++)
9791 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9793 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9794 for (i = 0;i < r_refdef.scene.numentities;i++)
9795 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9796 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9798 R_DecalSystem_ApplySplatEntitiesQueue();
9800 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9801 for (i = 0;i < r_refdef.scene.numentities;i++)
9802 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9804 r_refdef.stats[r_stat_totaldecals] += numdecals;
9806 if (r_showsurfaces.integer || !r_drawdecals.integer)
9809 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9811 for (i = 0;i < r_refdef.scene.numentities;i++)
9813 if (!r_refdef.viewcache.entityvisible[i])
9815 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9816 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9820 static void R_DrawDebugModel(void)
9822 entity_render_t *ent = rsurface.entity;
9823 int i, j, flagsmask;
9824 const msurface_t *surface;
9825 dp_model_t *model = ent->model;
9827 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9830 if (r_showoverdraw.value > 0)
9832 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9833 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9834 R_SetupShader_Generic_NoTexture(false, false);
9835 GL_DepthTest(false);
9836 GL_DepthMask(false);
9837 GL_DepthRange(0, 1);
9838 GL_BlendFunc(GL_ONE, GL_ONE);
9839 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9841 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9843 rsurface.texture = R_GetCurrentTexture(surface->texture);
9844 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9846 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9847 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9848 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9849 GL_Color(c, 0, 0, 1.0f);
9850 else if (ent == r_refdef.scene.worldentity)
9851 GL_Color(c, c, c, 1.0f);
9853 GL_Color(0, c, 0, 1.0f);
9854 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9858 rsurface.texture = NULL;
9861 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9863 // R_Mesh_ResetTextureState();
9864 R_SetupShader_Generic_NoTexture(false, false);
9865 GL_DepthRange(0, 1);
9866 GL_DepthTest(!r_showdisabledepthtest.integer);
9867 GL_DepthMask(false);
9868 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9870 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9874 qboolean cullbox = false;
9875 const q3mbrush_t *brush;
9876 const bih_t *bih = &model->collision_bih;
9877 const bih_leaf_t *bihleaf;
9878 float vertex3f[3][3];
9879 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9880 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9882 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
9884 switch (bihleaf->type)
9887 brush = model->brush.data_brushes + bihleaf->itemindex;
9888 if (brush->colbrushf && brush->colbrushf->numtriangles)
9890 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
9891 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9892 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9895 case BIH_COLLISIONTRIANGLE:
9896 triangleindex = bihleaf->itemindex;
9897 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9898 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9899 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9900 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
9901 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9902 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9904 case BIH_RENDERTRIANGLE:
9905 triangleindex = bihleaf->itemindex;
9906 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9907 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9908 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9909 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
9910 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9911 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9917 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9920 if (r_showtris.value > 0 && qglPolygonMode)
9922 if (r_showdisabledepthtest.integer)
9924 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9925 GL_DepthMask(false);
9929 GL_BlendFunc(GL_ONE, GL_ZERO);
9932 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9933 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9935 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9937 rsurface.texture = R_GetCurrentTexture(surface->texture);
9938 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9940 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9941 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9942 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9943 else if (ent == r_refdef.scene.worldentity)
9944 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9946 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9947 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9951 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9952 rsurface.texture = NULL;
9956 // FIXME! implement r_shownormals with just triangles
9957 if (r_shownormals.value != 0 && qglBegin)
9961 if (r_showdisabledepthtest.integer)
9963 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9964 GL_DepthMask(false);
9968 GL_BlendFunc(GL_ONE, GL_ZERO);
9971 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9973 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9975 rsurface.texture = R_GetCurrentTexture(surface->texture);
9976 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9978 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9980 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
9982 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9984 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9985 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9986 qglVertex3f(v[0], v[1], v[2]);
9987 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9988 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9989 qglVertex3f(v[0], v[1], v[2]);
9992 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
9994 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9996 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9997 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9998 qglVertex3f(v[0], v[1], v[2]);
9999 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
10000 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10001 qglVertex3f(v[0], v[1], v[2]);
10004 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
10006 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10008 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10009 GL_Color(0, r_refdef.view.colorscale, 0, 1);
10010 qglVertex3f(v[0], v[1], v[2]);
10011 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
10012 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10013 qglVertex3f(v[0], v[1], v[2]);
10016 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
10018 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10020 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10021 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10022 qglVertex3f(v[0], v[1], v[2]);
10023 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
10024 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10025 qglVertex3f(v[0], v[1], v[2]);
10032 rsurface.texture = NULL;
10038 int r_maxsurfacelist = 0;
10039 const msurface_t **r_surfacelist = NULL;
10040 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass, qboolean ui)
10042 int i, j, endj, flagsmask;
10043 dp_model_t *model = ent->model;
10044 msurface_t *surfaces;
10045 unsigned char *update;
10046 int numsurfacelist = 0;
10050 if (r_maxsurfacelist < model->num_surfaces)
10052 r_maxsurfacelist = model->num_surfaces;
10054 Mem_Free((msurface_t **)r_surfacelist);
10055 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
10058 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10059 RSurf_ActiveModelEntity(ent, false, false, false);
10061 RSurf_ActiveModelEntity(ent, true, true, true);
10062 else if (depthonly)
10063 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
10065 RSurf_ActiveModelEntity(ent, true, true, false);
10067 surfaces = model->data_surfaces;
10068 update = model->brushq1.lightmapupdateflags;
10070 // update light styles
10071 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
10073 model_brush_lightstyleinfo_t *style;
10074 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
10076 if (style->value != r_refdef.scene.lightstylevalue[style->style])
10078 int *list = style->surfacelist;
10079 style->value = r_refdef.scene.lightstylevalue[style->style];
10080 for (j = 0;j < style->numsurfaces;j++)
10081 update[list[j]] = true;
10086 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
10090 R_DrawDebugModel();
10091 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10095 rsurface.lightmaptexture = NULL;
10096 rsurface.deluxemaptexture = NULL;
10097 rsurface.uselightmaptexture = false;
10098 rsurface.texture = NULL;
10099 rsurface.rtlight = NULL;
10100 numsurfacelist = 0;
10101 // add visible surfaces to draw list
10102 if (ent == r_refdef.scene.worldentity)
10104 // for the world entity, check surfacevisible
10105 for (i = 0;i < model->nummodelsurfaces;i++)
10107 j = model->sortedmodelsurfaces[i];
10108 if (r_refdef.viewcache.world_surfacevisible[j])
10109 r_surfacelist[numsurfacelist++] = surfaces + j;
10114 // for ui we have to preserve the order of surfaces
10115 for (i = 0; i < model->nummodelsurfaces; i++)
10116 r_surfacelist[numsurfacelist++] = surfaces + model->firstmodelsurface + i;
10120 // add all surfaces
10121 for (i = 0; i < model->nummodelsurfaces; i++)
10122 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
10124 // don't do anything if there were no surfaces
10125 if (!numsurfacelist)
10127 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10130 // update lightmaps if needed
10134 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
10139 R_BuildLightMap(ent, surfaces + j);
10144 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);
10146 // add to stats if desired
10147 if (r_speeds.integer && !skysurfaces && !depthonly)
10149 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10150 for (j = 0;j < numsurfacelist;j++)
10151 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10154 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10157 void R_DebugLine(vec3_t start, vec3_t end)
10159 dp_model_t *mod = CL_Mesh_UI();
10161 int e0, e1, e2, e3;
10162 float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10163 float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10164 float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10167 // transform to screen coords first
10168 Vector4Set(w[0], start[0], start[1], start[2], 1);
10169 Vector4Set(w[1], end[0], end[1], end[2], 1);
10170 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10171 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10172 x1 = s[0][0] * vid_conwidth.value / vid.width;
10173 y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10174 x2 = s[1][0] * vid_conwidth.value / vid.width;
10175 y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10176 //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10178 // add the line to the UI mesh for drawing later
10180 // width is measured in real pixels
10181 if (fabs(x2 - x1) > fabs(y2 - y1))
10184 offsety = 0.5f * width * vid_conheight.value / vid.height;
10188 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10191 surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW), true);
10192 e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10193 e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10194 e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10195 e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10196 Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10197 Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10202 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass, qboolean ui)
10204 static texture_t texture;
10206 // fake enough texture and surface state to render this geometry
10208 texture.update_lastrenderframe = -1; // regenerate this texture
10209 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10210 texture.basealpha = 1.0f;
10211 texture.currentskinframe = skinframe;
10212 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10213 texture.offsetmapping = OFFSETMAPPING_OFF;
10214 texture.offsetscale = 1;
10215 texture.specularscalemod = 1;
10216 texture.specularpowermod = 1;
10217 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10219 R_DrawCustomSurface_Texture(&texture, texmatrix, materialflags, firstvertex, numvertices, firsttriangle, numtriangles, writedepth, prepass, ui);
10222 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass, qboolean ui)
10224 static msurface_t surface;
10225 const msurface_t *surfacelist = &surface;
10227 // fake enough texture and surface state to render this geometry
10228 surface.texture = texture;
10229 surface.num_triangles = numtriangles;
10230 surface.num_firsttriangle = firsttriangle;
10231 surface.num_vertices = numvertices;
10232 surface.num_firstvertex = firstvertex;
10235 rsurface.texture = R_GetCurrentTexture(surface.texture);
10236 rsurface.lightmaptexture = NULL;
10237 rsurface.deluxemaptexture = NULL;
10238 rsurface.uselightmaptexture = false;
10239 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass, ui);